TGM Rotation: 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]]. It is often refered to as ARS (Arika Rotation System), even though some people believe that this name is misleading.
#REDIRECT:[[ARS]]
 
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). The "ARS" and "ARS2" modes of ''[[Tetris The Grand Master Ace]]'' use 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 characteristics include:
* Having 2 (as opposed to 4) rotation states for S, Z, and I tetrominoes.
* Keeping tetrominoes at an even level while rotating to always allow rotation when the tetromino is on a flat surface (except for the I tetromino - see exceptions below).
* Pointing the initial stance of the T, L, and J tetrominoes downward.
[[Image:Tgm basic ars description.png|left|frame|TGM's basic rotations.]]
<br clear="all">
 
== Wall kicks ==
TGM pioneered the use of [[wall kick]]s, with simple but effective kick rules. These rules were unchanged until [[Tetris The Grand Master 3 Terror-Instinct|TGM3]], remaining constant across [[Tetris The Grand Master|TGM]], [[Tetris The Absolute The Grand Master 2|TA]], [[Tetris The Absolute The Grand Master 2 PLUS|TAP]], and [[Tetris with Cardcaptor Sakura Eternal Heart|Sakura Tetris]]. Up to 3 locations are tried, in this order, before rotation will fail:
 
*Basic rotation
*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 tetromino will never kick.
*L, J, and T tetrominoes will not rotate in the situations illustrated below if the [[Image:XTet.png|X]] marked block is occupied.
 
{|
|width="200pt"|{{pfstart}}
{{pfrow| | | | | | | |X| | }}
{{pfrow| |L|L|L| | |L|L|L| }}
{{pfrow| |L|X| | | |L| | | }}
{{pfend}}
|width="200pt"|{{pfstart}}
{{pfrow| | |X| | | | | | | }}
{{pfrow| | | |L| | | |X|L| }}
{{pfrow| |L|L|L| | |L|L|L| }}
{{pfend}}
|-
|{{pfstart}}
{{pfrow| | | | | | | |X| | }}
{{pfrow| |J|J|J| | |J|J|J| }}
{{pfrow| | |X|J| | | | |J| }}
{{pfend}}
|{{pfstart}}
{{pfrow| | |X| | | | | | | }}
{{pfrow| |J| | | | |J|X| | }}
{{pfrow| |J|J|J| | |J|J|J| }}
{{pfend}}
|-
|{{pfstart}}
{{pfrow| | |X| | | | |X| | }}
{{pfrow| | |I| | | |I|I|I| }}
{{pfrow| |I|I|I| | | |I| | }}
{{pfend}}
|}
 
*However, L tetrominoes will rotate clockwise and J tetrominoes counterclockwise in the situations illustrated below if both the [[Image:XTet.png|X]] marked blocks are occupied.
 
{|
|width="200pt"|{{pfstart}}
{{pfrow| |X| | | | | | |X| }}
{{pfrow| |L|L|L| | |J|J|J| }}
{{pfrow| |L|X| | | | |X|J| }}
{{pfend}}
|}
 
== New wall kicks in TGM3 ==
=== I tetromino's wall kicks ===
In TGM3, the I tetromino can kick walls. There are 3 different types of wall kicks.
{|
|width="200pt"|{{pfstart}}
{{pfrow|G| |Z| | | | | | | }}
{{pfrow|G| |C| | | | | | | }}
{{pfrow|G| |Z| | | | | | | }}
{{pfrow|G| |Z| | | | | | | }}
{{pfend}}
Try to rotate
|width="200pt"|{{pfstart}}
{{pfrow|G| | | | | | | | | }}
{{pfrow|X|Z|C|Z| | | | | | }}
{{pfrow|G| | | | | | | | | }}
{{pfrow|G| | | | | | | | | }}
{{pfend}}
Basic rotation fails
|width="200pt"|{{pfstart}}
{{pfrow|G| | | | | | | | | }}
{{pfrow|G|Z|Z|C|Z| | | | | }}
{{pfrow|G| | | | | | | | | }}
{{pfrow|G| | | | | | | | | }}
{{pfend}}
Kick 1 space right
|-
|width="200pt"|{{pfstart}}
{{pfrow|G|G|Z| | | | | | | }}
{{pfrow|G|G|C| | | | | | | }}
{{pfrow|G|G|Z| | | | | | | }}
{{pfrow|G|G|Z| | | | | | | }}
{{pfend}}
Try to rotate
|width="200pt"|{{pfstart}}
{{pfrow|G|G| | | | | | | | }}
{{pfrow|X|X|C|Z| | | | | | }}
{{pfrow|G|G| | | | | | | | }}
{{pfrow|G|G| | | | | | | | }}
{{pfend}}
Basic rotation fails
|width="200pt"|{{pfstart}}
{{pfrow|G|G| | | | | | | | }}
{{pfrow|G|G|Z|Z|C|Z| | | | }}
{{pfrow|G|G| | | | | | | | }}
{{pfrow|G|G| | | | | | | | }}
{{pfend}}
Kick 2 space right
|-
|width="200pt"|{{pfstart}}
{{pfrow| | | | | | | | |Z|G}}
{{pfrow| | | | | | | | |C|G}}
{{pfrow| | | | | | | | |Z|G}}
{{pfrow| | | | | | | | |Z|G}}
{{pfend}}
Try to rotate
|width="200pt"|{{pfstart}}
{{pfrow| | | | | | | | | |G}}
{{pfrow| | | | | | |Z|Z|C|X}}
{{pfrow| | | | | | | | | |G}}
{{pfrow| | | | | | | | | |G}}
{{pfend}}
Basic rotation fails
|width="200pt"|{{pfstart}}
{{pfrow| | | | | | | | | |G}}
{{pfrow| | | | | |Z|Z|C|Z|G}}
{{pfrow| | | | | | | | | |G}}
{{pfrow| | | | | | | | | |G}}
{{pfend}}
Kick left
|}
 
=== I tetromino's floor kicks ===
The I tetromino can kick the floor.
 
Notes:
*Like [[hold piece]], floor kick can be performed only once per tetromino.
*This action causes [[lock delay]] reset.
*The tetromino cannot kick the floor in mid-air.
{|
|width="200pt"|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrow|Z|Z|C|Z| | | | | | }}
{{pfrow| | | | | | | | | | }}
{{pfrow|G|G|G|G| | | | | | }}
{{pfend}}
Fail
|width="200pt"|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrow| | | | | | | | | | }}
{{pfrow|Z|Z|C|Z| | | | | | }}
{{pfrow|G|G|G|G| | | | | | }}
{{pfend}}
OK
|width="200pt"|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrow|Z|Z|C|Z| | | | | | }}
{{pfrow| |G| | | | | | | | }}
{{pfrow| |G|G| | | | | | | }}
{{pfend}}
OK
|}
 
There are 2 different types of floor kicks.
{|
|width="200pt"|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrow| | | | | | | | | | }}
{{pfrow| | | | | | | | | | }}
{{pfrow|Z|Z|C|Z| | | | | | }}
{{pfrow|G| | | | | | | | | }}
{{pfrow|G|G|G|G| | | | | | }}
{{pfend}}
Try to rotate
|width="200pt"|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrow| | | | | | | | | | }}
{{pfrow| | |Z| | | | | | | }}
{{pfrow| | |C| | | | | | | }}
{{pfrow|G| |Z| | | | | | | }}
{{pfrow|G|G|X|G| | | | | | }}
{{pfend}}
Basic rotation fails
|width="200pt"|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrow| | |Z| | | | | | | }}
{{pfrow| | |C| | | | | | | }}
{{pfrow| | |Z| | | | | | | }}
{{pfrow|G| |Z| | | | | | | }}
{{pfrow|G|G|G|G| | | | | | }}
{{pfend}}
Kick 1 space up
|-
|width="200pt"|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrow| | | | | | | | | | }}
{{pfrow| | | | | | | | | | }}
{{pfrow|Z|Z|C|Z| | | | | | }}
{{pfrow|G|G|G|G| | | | | | }}
{{pfrow|G|G|G|G| | | | | | }}
{{pfend}}
Try to rotate
|width="200pt"|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrow| | | | | | | | | | }}
{{pfrow| | |Z| | | | | | | }}
{{pfrow| | |C| | | | | | | }}
{{pfrow|G|G|X|G| | | | | | }}
{{pfrow|G|G|X|G| | | | | | }}
{{pfend}}
Basic rotation fails
|width="200pt"|{{pfstart}}
{{pfrow| | |Z| | | | | | | }}
{{pfrow| | |C| | | | | | | }}
{{pfrow| | |Z| | | | | | | }}
{{pfrow| | |Z| | | | | | | }}
{{pfrow|G|G|G|G| | | | | | }}
{{pfrow|G|G|G|G| | | | | | }}
{{pfend}}
Kick 2 space up
|}
 
=== T tetromino's floor kicks ===
The T tetromino can escape from a hollow.
 
Notes:
*This action can be performed only once per tetromino.
*This action causes [[lock delay]] reset.
 
{|
|width="200pt"|{{pfstart}}
{{pfrow|G| | | | | | | | | }}
{{pfrow|G| |I| | | | | | | }}
{{pfrow|G|I|I| | | | | | | }}
{{pfrow|G|G|I|G|G|G|G|G|G| }}
{{pfend}}
Try to rotate
|width="200pt"|{{pfstart}}
{{pfrow|G| | | | | | | | | }}
{{pfrow|G| | | | | | | | | }}
{{pfrow|G| |I| | | | | | | }}
{{pfrow|G|X|I|X|G|G|G|G|G| }}
{{pfend}}
Basic rotation fails
|width="200pt"|{{pfstart}}
{{pfrow|G| | | | | | | | | }}
{{pfrow|G| |I| | | | | | | }}
{{pfrow|G|I|I|I| | | | | | }}
{{pfrow|G|G| |G|G|G|G|G|G| }}
{{pfend}}
Kick up
|}
 
 
== Right side bias ==
 
In TGM's rotation system, the Tetrominoes rotatate on only one axis resulting in asymmetrical rotations. In this example, the I piece can't rotate on the left side of the stack;
 
 
{{pfstart}}
{{pfrow| | |Z| | | | | | | }}
{{pfrow| | |Z| | | | | | | }}
{{pfrow| | |X|G|G|G|G|G|G|G}}
{{pfrow| | |x|G|G|G|G|G|G|G}}
{{pfrow| |G|G|G|G|G|G|G|G|G}}
{{pfend}}
 
A situation which would work on the right side.
 
Notice the I has 1 rotation axis;
 
{{pfstart}}
{{pfrow| |Z|Z|C|Z}}
{{pfend}}
I piece's rotation axis
 
 
This case does not apply to the T tetromino, as it rotates on it's center;
 
{{pfstart}}
{{pfrow| |I| }}
{{pfrow|I|C|I}}
{{pfend}}
T rotation axis
 
==To-Do==
*describe ACE's ARS and ARS2
*describe "Mihara's conspiracy"
*mention right bias (Complete)
*add more visual aids?
 
== References ==
*[http://web.iis.to/tetris_tgm/newrotation.html KAN's detailed explanation of TGM3's new I and T floorkicks]
*[http://www13.plala.or.jp/TETRiS_TGM/kouza/index.htm TGM rotations, in Japanese]
 
[[Category:Rotation Systems]]

Latest revision as of 18:29, 28 August 2017

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