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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]].
| | #REDIRECT:[[ARS]] |
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| 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). ''[[Tetris The Grand Master Ace]]'' uses a hybrid of TGM rules and [[Tetris Guideline|Guideline]] rules.
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| == Basic rotation ==
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| TGM's basic rotations inherits most of its properties from [[Sega rotation]], which was used in most previous Japanese arcade Tetris games. Some defining design choices include:
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| * Having 2 (as opposed to 4) rotation states for S, Z, and I pieces to simplify learning.
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| * Keeping pieces at an even level while rotating to always allow rotation when the piece is on a flat surface.
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| * Pointing the initial stance of the T, L, and J pieces downward to add some extra challenge and also make it easy to have pieces grab bumps along the surface of the stack when playing at high gravity.
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| [[Image:Tgm basic ars description.png|left|frame|TGM's basic rotations.]]
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| <br clear="all">
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| == Wall kicks ==
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| TGM pioneered the use of [[wall kick]]s, with simple but effective kick rules. These rules were unchanged until [[TGM3]], remaining constant across [[TGM]], [[TA]], [[TAP]], and [[Sakura Tetris]]. Up to 3 locations are tried, in this order, before rotation will fail:
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| *Basic rotaion
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| *1 space right of basic rotation
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| *1 space left of basic rotation
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| In addition to these rules, there are some extra exceptions where certain wall kicks are not allowed:
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| *The I piece will never kick.
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| *L, J, and T pieces will not rotate in the situations illustrated below.
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| {|
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| |- valign="top"
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| |{{pfstart}}
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| {{pfrow| | | | | | | | | | }}
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| {{pfrow| |L|L|L| | |J|J|J| }}
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| {{pfrow| |L|X| | | | |X|J| }}
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| {{pfend}}
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| |{{pfstart}}
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| {{pfrow| | | | |X| | | | | }}
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| {{pfrow| | | | |I| | | | | }}
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| {{pfrow| | | |I|I|I| | | | }}
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| {{pfend}}
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| |-
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| | colspan="2" | If the [[Image:XTet.png|X]] marked block is occupied when rotating from this position, TGM will not attempt wall kicks.
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| |}
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| ==To-Do==
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| *describe Ti
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| *describe ACE's ARS and ARS2
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| *describe "Mihara's conspiracy"
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| *mention right bias
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| *add more visual aids?
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| == References ==
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| *[http://web.iis.to/tetris_tgm/newrotation.html KAN's detailed explanation of TGM3's new I and T floorkicks]
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| *[http://www13.plala.or.jp/TETRiS_TGM/kouza/index.htm TGM rotations, in Japanese]
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| [[Category:Game Mechanics]]
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| [[Category:Gameplay Components]]
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| [[Category:Rotation Systems]]
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