User:Lardarse/Small Pieces

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Brainstorming for rotation rules for the small pieces (domino, straight tromino, bent tromino):

SRS and TGM will likely be very different. No-kick systems will be a lot simpler, and likely very similar as well.


For all systems, we need starting orientations, as well as deciding which positions we use for the domino.

For SRS, we also need to decide on a preference order for wall kicks.

For TGM, we will need to decide if there are any wall kick exceptions. I think that a lot will be needed.


The bent tromino is what Mathworld calls the L-triomino; let's call it L3. Mathworld uses the term "I tetromino" and "I pentomino"; let's call it I3. Thus, the domino would be I2.

SRS: In general, the reference for rotations in free space is Tetris 2 and Bombliss. But that game uses no kicks; until someone gets a copy of Kids Tetris and Family Tetris, we'll have to guess at kick rules that might fit into the SRS framework. For a first guess, I could put small pieces in Lockjaw 0.27, give I3 the 3-wide (J/L/S/T/Z) rules, and let testers see if they're usable.

TGM: For L3, the exception for L/J would result in no kicks when rotating from flat-side-up, or the right/left rule when rotating from flat-side-down. I3 in TAP-alike would appear to have no wall kick like I4; in TGM3, it would have a floor kick up 1 when rotating to vertical.

For the domino, we could at least describe the rules used by popular domino games Dr. Mario and Puyo Puyo. In free space, Dr. Mario rotates inside a 2x2 box, always filling its lower left space:


I'll have to look into its kick rules.

Puyo Puyo spawns dominoes vertically, and in free space, the top block moves around the bottom block:


I'll have to look into its kick rules.

Bombliss uses the same rules as for I:


--Tepples 14:04, 18 December 2006 (EST)

I doubt TTC made a guideline for sub tetrominoes. So, I think what we see in Family Tetris will be HiScore's original interpretation. Though, non-BPS games have layed the way for TTC canon before (hold in TNT). If I had to guess, the I2 will mimic guideline four-orientation Is with simplified kicks (Bombliss like tepples said). L3 may follow Z/S/L/J/T kicks. I'll look into Kid's Tetris and see what I can dig up. Looks like ARS would mimic Dr. Mario. 14:35, 18 December 2006 (EST)

Yes, I just documented Dr. Mario in depth, and it does look like ARS. But TNT is not a non-BPS game. --Tepples 15:24, 18 December 2006 (EST)

(diff) (hist) . . ! User:Lardarse/Small Pieces; 19:04 . . Tepples (Talk) (you appear to be running this page in thread mode, so I'll add a heck of a lot)
Thank you. I didn't know that Puyo and Dr.M had different rotation systems.

My thoughts for TGM are:

L3: Rotates in a 2x2 box, fails if the 4th cell of the box is filled. You could argue that making it like the T is better, but it's just too messy. If TGM would prefer to kick in the direction of rotation, instead of always right forst, then it would be easier. Hmm... feature request for LJ 0.27 :-)
I3: Rotates "blinker"-like (about its middle cell), possibly failing to rotate from horizontal if either the cell above or below is occupied.
I2: Dr.M-like, but always using the botom-right cell. No Kick exceptions.

SRS could use just about anything and people would accept it. :-P
But being serious, wall-kick preferences would be followed in order, and the I2 would be 4-position. --Lardarse 16:07, 18 December 2006 (EST)

Looking through this again has given me a few more thoughts. But I have a question: For most rotation systems, where does the I4 spawn in. In the top row of the two or the bottomw row? --Lardarse 10:25, 23 April 2007 (EDT)

SRS and TGM both spawn I4 in this row:




--Tepples 14:00, 23 April 2007 (EDT)

Row 21? That seems to be in direct disagreement with other parts of the wiki... --Lardarse 04:26, 24 April 2007 (EDT)

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