SRS, ARS, and BRS

Started by DAS44, June 29, 2010, 01:56:26 PM

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DAS44

I keep hearing people talk about SRS, ARS, and BRS. What the hell are they?


.

Alis

They are all different rotation systems which all defines differently which ways and when tetrominos are allowed to be rotated.

SRS = Super Rotation System and this is currently the tetris guideline standard. Which in turn means that this is the Rotation system used in TF TPD etc.

ARS = Arika Rotation System, which as far as i know is only used in TGM(?)

BRS = no idea  I've actually never heard about it

Paul676

BRS=SRS but S and Z pieces rotate the opposite way, thereby catching you out. I imagine spins may be different with BRS, I dunno
               Tetris Belts!

clincher

BRS is basically SRS' initial orientations but the I, Z, S pieces only have 2 states instead of 4, so similar to ARS, and doesn't have the ridiculous SRS twists we all know about.
ARS
SRS
It's all about the love

XaeL

theres a thread on tetrisconcept that shows the differences.



QuoteLike many setups here, it is useful if your opponent doesn't move and you get 4 Ts in a row.

PetitPrince

(Almost) Copy-Paste from TC:

QuoteARS: Tetris the Grand Master 1, 2, 2+ and 3. (2 and 2+ are nearly the same game.
SRS: Tetris DS, Tetris Friends, Tetris Online Japan, Tetris Party (Deluxe)

Rotation
ARS
[!--ImageUrlBegin--][!--ImageUrlEBegin--]\\\

Notice the 4 state of the I piece in SRS versus the 2 state of ARS. Notice also how ARS sticks its pieces to the bottom of the bounding box, whereas SRS let the piece "float".
Also, the piece colors are different (but that's not important ^^).

Lock delay
Both rotation system have lock delay, but they implement their reset behavior differently.

ARS has step reset, meaning that lock delay will reset if and only if the piece go down one case in the playfield.


SRS has move reset, meaning that lock delay will reset everytime the player moves the piece (that is, rotation or translation)

Move reset combined with a "floating" rotation system permit a piece to "climb" a stack if you mash the buttons correctly.
If there is not limit in the amount of move reset you make (for instance in Tetris DS), an "infinity" behavior appears, i.e. as long as you mash the button, you can stay with the active piece as long as you want.

Drop

Generally, instant drop is bound to up and fast drop is bound to down.

SRS has a locking instant drop and a non-locking fast drop.
ARS has a non-locking locking instant drop and a locking fast drop.

SRS

ARS


Gameplay consequences: sub-20g is way faster in SRS than ARS. Most multiplayer game are sub-20g.
Possible workaround for ARS (implemented in BlockBox if I remember correctly): make down a locking instant drop and up a non-locking instant drop.

Wallkicks
ARS use a simple wallkick system: if the rotated piece collide with a wall or another piece, try to move the piece one case right or left (in this order), and carry out the movement if it is a valid one.
[a href=\\\"http://www.tetrisconcept.net/wiki/images/5/54/Wk1.gif]http://www.tetrisconcept.net/wiki/images/5/54/Wk1.gif

SRS use a complex wallkick system, seemingly arbitrary but that is actually based on mathematical rotation. See wiki.

Some sort of Conclusion
ARS is more focused on single player and forced speed. The speed come from the game itself.
SRS is more focused on multiplayer and induced speed. The speed comes from the other players.

[div align=\\\"center\\\"]
Neon TGM Evangelist :: "Tetris the Grand Master is the best (single player) Tetris ever"
I wrote TeDiGe-2 (Github | Bug/suggestion tickets | [url=http:/

solo2001

#6
does this thread really need to exist?  
[15:40] DAS44: trolliest thread ever was solo's

meow

its better than half of the other threads

Spirale

Quote from: meow
its better than half of the other threads


I think what solo is saying, and I agree with that, is that all these rotation systems should be described on the wiki and we would point people to it, rather than describing the whole rotation systems in this thread.

clincher

Quote from: meow
its better than half of the other threads
It's all about the love

jujube

Quote from: meow
its better than half of the other threads
yes better than exactly 1/2 of them.

XaeL

not if i make another thread. then it'll be more than half.



QuoteLike many setups here, it is useful if your opponent doesn't move and you get 4 Ts in a row.

jujube

#12
not if it were an O-spin tutorial. then it would be..less than half.

edit: i mean more than half, i was confused. clarification: O-spin tutorial good.

Kitaru

Quote from: Spirale
I think what solo is saying, and I agree with that, is that all these rotation systems should be described on the wiki and we would point people to it, rather than describing the whole rotation systems in this thread.
The articles about ARS and SRS on the wiki get a bit technical. I don't see the harm in having a separate summary here that discusses the ramifications of the differences rather than make everyone puzzle it out for themselves. It may not be immediately obvious to everyone what it all means.
<a href=http://backloggery.com/kitaru><img src="http://backloggery.com/kitaru/sig.gif" border='0' alt="My Backloggery" /></a>

ohitsstef

Quote from: solo2001
does this thread really need to exist?  

does your "beat blink in one year" thread need to exist?  


We do not forgive. We do not forget.