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In [[Tetris]] games, the player must '''rotate''' the [[tetromino|tetrominos]], changing their [[orientation]] so that they will fit into the well in advantageous positions. Official or quasi-official Tetris [[game]]s give the player the ability to rotate a tetromino either clockwise or counterclockwise as many times as the player can before it [[Drop|locks]], with the exception of some earlier PC games which only allowed the player to rotate in one direction. All seven of the tetrominoes can be rotated, including the O piece (which has only one orientation).
Rotation is a move to [[tetromino|tetrominos]], changing their [[orientation]] so that they will fit into the well in advantageous positions. Official or quasi-official Tetris [[game]]s give the player the ability to rotate a tetromino either clockwise or counterclockwise as many times as the player can before it [[Drop|locks]], with the exception of some earlier PC games which only allowed the player to rotate in one direction. All seven of the tetrominoes can be rotated, including the O piece (which only has one orientation in most games).
 
In older or more simple Tetris games, if there is no space for the piece in its new orientation, it does not rotate. However, many games try to nudge the piece when rotating it against the walls of the [[playfield]] or against other blocks. These nudges are called [[wall kick]]s. Different games may have different wall kicks according to their respective [[rotation system|rotation systems]].
 
== <span id="180 rotations">180° Rotations</span> ==
[[File:180kicks.png|right|400px|thumb|T-piece kicks for [[SRS|SRS+]], the main rotation system used in [[TETR.IO]].]]
In some unofficial Tetris games such as [[TETR.IO]], [[Jstris]], and [[Worldwide Combos]], a separate button is used to instantly rotate a piece to its 180° position, and is normally bound to A on keyboard layouts. This rotation can be useful to get some pieces, notably J and L, into normally unreachable places. TETR.IO's SRS+ also includes a separate kick table for 180 rotations, allowing for even more freedom to get pieces to where one wants. Its nature of replacing two separate rotation inputs with one also reduces the Keys per Piece statistic, and so improves one's finesse.
 
 
 
 
 
 
 
 
 
 
 
 
 
 


If there is no space for the piece in its new orientation, it does not rotate.
However, many games try to nudge the piece when rotating it against the walls of the [[playfield]] or against other blocks.
These nudges are called [[wall kick]]s.


== <span id="IRS">Initial rotation system (IRS)</span> ==
== <span id="IRS">Initial rotation system (IRS)</span> ==
[[Image:TGM_Legend_IRS.gif|right|frame|Illustration of IRS]]
[[File:TGM_Legend_IRS.gif|right|frame|Illustration of IRS]]
Some games, such as [[TGM series]], allow the player to perform "initial rotation" by holding the rotate button during [[ARE]].
[[File:Fixedchart-full.png|right|380px|thumb|All spawn locations using IRS in Tetris Effect: Connected]]
IRS allows the player to place pieces faster because more time can be spent on shifting.
 
It also improves mobility at high [[Drop#Gravity|gravity]] because initial rotation is processed before gravity, and with IRS, the player can place a flatter side of the piece on the stack.
Some games, such as the [[Tetris The Grand Master|Tetris: the Grand Master]] series and [[Tetris Effect|Tetris Effect: Connected]], include a way to "buffer" a rotation before a piece enters the field and can prevent a blockout. This system is called the Initial Rotation System.
 
IRS is performed by holding a rotate button during [[ARE|entry delay]]. It can be used to escape blockout, spawn a piece in a more favorable position to move across the stack in [[20G]] and high [[Drop#Gravity|gravity]], and in the case of Tetris Effect: Connected, spawn the piece higher than normal in order to move pieces more easily at a high stack/in the Zone.
 
In Tetris Effect: Connected, if Initial Rotation is set to Type A, then if the same rotation button is held down until the next piece, that next piece will also be IRS'ed, and so on. This makes it easier to consecutively spawn pieces IRS'ed, and if the right keybinds are set, games can be played with IRS'ed pieces for the entire length of the level or gamemode. For Type B, only a rotation button during the few frames of entry delay can initiate IRS.


{|
{|
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{{pfend}}
{{pfend}}
{{pfstart}}
{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrowblank}}
{{pfrow| | | | | | | | | | }}
{{pfrowblank}}
{{pfrow| | | | | | | | | | }}
{{pfrowblank}}
{{pfrow| | | | | | | | | | }}
{{pfrowblank}}
{{pfrow| |G|G| |G| | | | | }}
{{pfrow| |G|G| |G| | | | | }}
{{pfrow|G|G|G|G|G|G|G|G|G| }}
{{pfrow|G|G|G|G|G|G|G|G|G| }}
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{{pfend}}
{{pfend}}
{{pfstart}}
{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrowblank}}
{{pfrow| | | | | | | | | | }}
{{pfrowblank}}
{{pfrow| | | | | | | | | | }}
{{pfrowblank}}
{{pfrow| | | |L|L|L| | | | }}
{{pfrow| | | |L|L|L| | | | }}
{{pfrow| |G|G|L|G| | | | | }}
{{pfrow| |G|G|L|G| | | | | }}
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{{pfend}}
{{pfend}}
{{pfstart}}
{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrowblank}}
{{pfrow| | | | |L| | | | | }}
{{pfrow| | | | |L| | | | | }}
{{pfrow| | | | |L| | | | | }}
{{pfrow| | | | |L| | | | | }}
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{{pfend}}
{{pfend}}
{{pfstart}}
{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrowblank}}
{{pfrow| | | | | | | | | | }}
{{pfrowblank}}
{{pfrow| | | | | | | | | | }}
{{pfrowblank}}
{{pfrow|L|L|L| | | | | | | }}
{{pfrow|L|L|L| | | | | | | }}
{{pfrow|L|G|G| |G| | | | | }}
{{pfrow|L|G|G| |G| | | | | }}
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{{pfend}}
{{pfend}}
{{pfstart}}
{{pfstart}}
{{pfrow| | | | | |I| | | | }}
{{pfrow|B|B|B| | |I| |B|B|B}}
{{pfrow| | | | | |I| | | | }}
{{pfrow|B|B|B| | |I| |B|B|B}}
{{pfrow| | | | | |I| | | | }}
{{pfrow|B|B|B| | |I| |B|B|B}}
{{pfrow| | | | | |I| | | | }}
{{pfrow|B|B|B| | |I| |B|B|B}}
{{pfrow|G|G|G|G|G|G|G|G|G| }}
{{pfrow|G|G|G|G|G|G|G|G|G|G}}
{{pfrow|G|G|G|G|G|G|G|G|G| }}
{{pfrow|G|G|G|G|G|G|G|G|G|G}}
{{pfend}}
{{pfend}}
In SRS,<br>the T tetromino
In SRS,<br>the T tetromino
|{{pfstart}}
|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrowblank}}
{{pfrow| | | | | | | | | | }}
{{pfrowblank}}
{{pfend}}
{{pfend}}
{{pfstart}}
{{pfstart}}
{{pfrow| | | | |T|I| | | | }}
{{pfrow|B|B|B| |T|I| |B|B|B}}
{{pfrow| | | |T|T|X| | | | }}
{{pfrow|B|B|B|T|T|X| |B|B|B}}
{{pfrow| | | | | |I| | | | }}
{{pfrow|B|B|B| | |I| |B|B|B}}
{{pfrow| | | | | |I| | | | }}
{{pfrow|B|B|B| | |I| |B|B|B}}
{{pfrow|G|G|G|G|G|G|G|G|G| }}
{{pfrow|G|G|G|G|G|G|G|G|G|G}}
{{pfrow|G|G|G|G|G|G|G|G|G| }}
{{pfrow|G|G|G|G|G|G|G|G|G|G}}
{{pfend}}
would <br>Block Out here.
 
|-valign="top"
|{{pfstart}}
{{pfrow| | | |t|T|t| | | | }}
{{pfrow| | | | |T| | | | | }}
{{pfend}}
{{pfstart}}
{{pfrow|B|B|B| | |I| |B|B|B}}
{{pfrow|B|B|B| | |I| |B|B|B}}
{{pfrow|B|B|B| | |I| |B|B|B}}
{{pfrow|B|B|B| | |I| |B|B|B}}
{{pfrow|G|G|G|G|G|G|G|G|G|G}}
{{pfrow|G|G|G|G|G|G|G|G|G|G}}
{{pfend}}
{{pfend}}
would normally<br>Block Out here
Hold CCW
|{{pfstart}}
|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrowblank}}
{{pfrow| | | | | | | | | | }}
{{pfrowblank}}
{{pfend}}
{{pfend}}
{{pfstart}}
{{pfstart}}
{{pfrow| | | | |T|I| | | | }}
{{pfrow|B|B|B| |T|I| |B|B|B}}
{{pfrow| | | |T|T|I| | | | }}
{{pfrow|B|B|B|T|T|i| |B|B|B}}
{{pfrow| | | | |T|I| | | | }}
{{pfrow|B|B|B| |t|I| |B|B|B}}
{{pfrow| | | | | |I| | | | }}
{{pfrow|B|B|B| | |I| |B|B|B}}
{{pfrow|G|G|G|G|G|G|G|G|G| }}
{{pfrow|G|G|G|G|G|G|G|G|G|G}}
{{pfrow|G|G|G|G|G|G|G|G|G| }}
{{pfrow|G|G|G|G|G|G|G|G|G|G}}
{{pfend}}
{{pfend}}
but hold rotate left<br>to put it here
to place it here.
|}
|}


== See also ==
== See also ==
*[[Rotation system]]
*[[SRS]]
*[[SRS]]
*[[TGM rotation]]
*[[TGM rotation]]
*[[Twist]]
*[[Twist]]
*[[Hold piece#Variants|Initial Hold System]]


[[Category:Mobility]]
[[Category:Mobility]]

Latest revision as of 07:01, 2 November 2023

Rotation is a move to tetrominos, changing their orientation so that they will fit into the well in advantageous positions. Official or quasi-official Tetris games give the player the ability to rotate a tetromino either clockwise or counterclockwise as many times as the player can before it locks, with the exception of some earlier PC games which only allowed the player to rotate in one direction. All seven of the tetrominoes can be rotated, including the O piece (which only has one orientation in most games).

In older or more simple Tetris games, if there is no space for the piece in its new orientation, it does not rotate. However, many games try to nudge the piece when rotating it against the walls of the playfield or against other blocks. These nudges are called wall kicks. Different games may have different wall kicks according to their respective rotation systems.

180° Rotations

T-piece kicks for SRS+, the main rotation system used in TETR.IO.

In some unofficial Tetris games such as TETR.IO, Jstris, and Worldwide Combos, a separate button is used to instantly rotate a piece to its 180° position, and is normally bound to A on keyboard layouts. This rotation can be useful to get some pieces, notably J and L, into normally unreachable places. TETR.IO's SRS+ also includes a separate kick table for 180 rotations, allowing for even more freedom to get pieces to where one wants. Its nature of replacing two separate rotation inputs with one also reduces the Keys per Piece statistic, and so improves one's finesse.









Initial rotation system (IRS)

Illustration of IRS
All spawn locations using IRS in Tetris Effect: Connected

Some games, such as the Tetris: the Grand Master series and Tetris Effect: Connected, include a way to "buffer" a rotation before a piece enters the field and can prevent a blockout. This system is called the Initial Rotation System.

IRS is performed by holding a rotate button during entry delay. It can be used to escape blockout, spawn a piece in a more favorable position to move across the stack in 20G and high gravity, and in the case of Tetris Effect: Connected, spawn the piece higher than normal in order to move pieces more easily at a high stack/in the Zone.

In Tetris Effect: Connected, if Initial Rotation is set to Type A, then if the same rotation button is held down until the next piece, that next piece will also be IRS'ed, and so on. This makes it easier to consecutively spawn pieces IRS'ed, and if the right keybinds are set, games can be played with IRS'ed pieces for the entire length of the level or gamemode. For Type B, only a rotation button during the few frames of entry delay can initiate IRS.

Tet.pngTet.pngTet.pngLLLTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngLTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngGGTet.pngGTet.pngTet.pngTet.pngTet.pngTet.png
GGGGGGGGGTet.png

In ARS, when the
L piece enters,

Tet.pngTet.pngTet.pngIIITet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngITet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngLLLTet.pngTet.pngTet.pngTet.png
Tet.pngGGLGTet.pngTet.pngTet.pngTet.pngTet.png
GGGGGGGGGTet.png

it normally gets
stuck here

Tet.pngTet.pngTet.pngIIITet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngITet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngLTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngLTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngLLTet.pngTet.pngTet.pngTet.png
Tet.pngGGTet.pngGTet.pngTet.pngTet.pngTet.pngTet.png
GGGGGGGGGTet.png

So hold rotate left
to put it on top

Tet.pngTet.pngTet.pngIIITet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngITet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
LLLTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
LGGTet.pngGTet.pngTet.pngTet.pngTet.pngTet.png
GGGGGGGGGTet.png

Now DAS left
and rotate right


Ideally, the player should be able to use IRS to prevent block out:

Tet.pngTet.pngTet.pngTet.pngTTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTTTTet.pngTet.pngTet.pngTet.png
BBBTet.pngTet.pngITet.pngBBB
BBBTet.pngTet.pngITet.pngBBB
BBBTet.pngTet.pngITet.pngBBB
BBBTet.pngTet.pngITet.pngBBB
GGGGGGGGGG
GGGGGGGGGG

In SRS,
the T tetromino

Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
BBBTet.pngTITet.pngBBB
BBBTTXTet.pngBBB
BBBTet.pngTet.pngITet.pngBBB
BBBTet.pngTet.pngITet.pngBBB
GGGGGGGGGG
GGGGGGGGGG

would
Block Out here.

Tet.pngTet.pngTet.pngtTtTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTTet.pngTet.pngTet.pngTet.pngTet.png
BBBTet.pngTet.pngITet.pngBBB
BBBTet.pngTet.pngITet.pngBBB
BBBTet.pngTet.pngITet.pngBBB
BBBTet.pngTet.pngITet.pngBBB
GGGGGGGGGG
GGGGGGGGGG

Hold CCW

Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
BBBTet.pngTITet.pngBBB
BBBTTiTet.pngBBB
BBBTet.pngtITet.pngBBB
BBBTet.pngTet.pngITet.pngBBB
GGGGGGGGGG
GGGGGGGGGG

to place it here.


See also