Category:Rotation systems: Difference between revisions
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*[[Nintendo Rotation System]] | *[[Nintendo Rotation System]] | ||
*[[DTET Rotation System]] | *[[DTET Rotation System]] | ||
*Any rotation system created in NullpoMino due to its various customizations offered. You choose both the rotation stages for all the tetriminoes and the wallkicks. | *Any rotation system created in NullpoMino due to its various customizations offered. You choose both the rotation stages for all the tetriminoes (fully customizable) and the wallkicks (only from built-in ones). | ||
Some are not included above, but shown below. | |||
[[Category:Game Mechanics]] | [[Category:Game Mechanics]] |
Revision as of 14:49, 10 August 2017
A rotation system broadly represents where and how tetrominoes spawn, how they rotate, and what wall kicks they may perform. Different rotation systems exist through a broad spectrum of games, some having their own unique system, others in a series may change only a little. Notable systems:
- Original Rotation System, used by the first Tetris games. Also called ORS.
- Super Rotation System (or SRS)
- Arika Rotation System (or ARS)
- Sega Rotation System
- Nintendo Rotation System
- DTET Rotation System
- Any rotation system created in NullpoMino due to its various customizations offered. You choose both the rotation stages for all the tetriminoes (fully customizable) and the wallkicks (only from built-in ones).
Some are not included above, but shown below.
Pages in category "Rotation systems"
The following 8 pages are in this category, out of 8 total.