User:Edo/SRS: Difference between revisions

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[[Image:SRS-pieces.png|thumb|All rotation states of all seven tetrominoes. From top to bottom: I, J, L, O, S, T, Z. The circle doesn't appear in the game; it helps to illustrate the axis on which each tetromino rotates.]]
'''''Super Rotation System''''', or '''''SRS''''' is the current [[Tetris Guideline]] standard for how [[tetromino|tetrominoes]] behave, defining where and how the tetrominoes spawn, how they [[rotate]], and what [[wall kick|wall kicks]] they may perform. SRS traces its routes back to 1991 when [[BPS]] introduced its signature third and fourth rotation states for the ''S'', ''Z'', and ''I'' tetrominoes in the game [[Tetris 2 and Bombliss|Tetris 2+Bombliss]]. Two years later, in the game [[Tetris Battle Gaiden]], BPS altered the spawn orientation of the ''T'', ''L'', and ''J'' tetrominoes so that they spawned flat-side first. It was not until the 2001 game, [[Tetris Worlds]], that the wall kick system was introduced, and SRS took its final form. [[Henk Rogers]], in his effort to unify all new Tetris games into the Tetris Guideline, required [[Arika]] to include a form of SRS in their 2005 game, [[Tetris The Grand Master 3 Terror-Instinct]], where it is called "World" rule, in reference to ''Tetris Worlds''.


==Description==
All tetrominoes exist inside a bounding square and rotate about the center of this square unless obstructed. Tetrominoes of width 3 (J, L, S, T, Z) are placed in the top two rows of the bounding square and (for J, L, and T) with the flat side down. I is placed in the top middle row.
All tetrominoes spawn in 2 usually hidden rows at the top of the playfield. They are placed in the center of these rows, rounding to the left.
Once a tetromino lands, it does not lock until the lock delay expires. The lock delay behavior, called [[Infinity]] by the Tetris Company, resets the lock delay whenever the tetromino is moved or rotated.
Hard drop is generally mapped to up, which has no lock delay.
Wall kicks in SRS are extremely flexible compared to those of earlier games. Some rotations result in new positions that do not overlap the former position at all, allowing for highly controversial T-spin triples (see [[Twist]]).
==20G==
Since Henk Rogers has not been directly involved with a game boasting [[20g]] aside from [[Tetris Zone]], certain behaviors are likely undefined in the Tetris Guidelines. ''Tetris Worlds'' reaches only 2.36G. ''Minna no Soft Series: Tetris Advance'' was the first game to feature SRS and 20G. TGM3 and TGM ACE are the second and third, and ''[[Tetris DS]]'' (TDS) is the fourth. Though the rotations are identical, these games have different mobility restrictions due to their different order of processing events in between frames.
In this example, Left is being held and then a clockwise rotation is initiated.
{|
|<playfield>
..........
gglll.....
ggl.......
ggg.......
</playfield>
|<playfield>
..ll......
gg.l......
gg.l......
ggg.......
</playfield>
|}
The above example ends mid-frame... So the figure on the right is never actually rendered. It simply represents the internal game status after rotation has been processed.
Now, if the game processes movement followed by gravity, the following scenario will happen (as found in TGM3, TGMA and Tetris Zone).
{|
|<playfield>
..ll......
gg.l......
gg.l......
ggg.......
</playfield>
|<playfield>
.ll.......
ggl.......
ggl.......
ggg.......
</playfield>
|}
On the other hand, if gravity is processed next, the following scenario will happen (as found in TDS). This could be the result of either movement processed after gravity, movement processed before rotation, or (most likely in the case of TDS) movement occurring one or more frames after both rotation and gravity due to slow [[DAS]].
{|
|<playfield>
..ll......
gg.l......
gg.l......
ggg.......
</playfield>
|<playfield>
..........
ggll......
gg.l......
gggl......
</playfield>
|}
==External links==
*[http://www.tetrisconcept.com/tdsg.txt Tetris DS Systems Guide] (link no longer works)
*[http://web.archive.org/web/20071015224359/www.the-shell.net/img/srs_study.html Jagorochi's analysis] of SRS wall kicks (web archive)
[[Category:Rotation Systems]]

Latest revision as of 22:51, 25 July 2009