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A '''floor kick''', like a [[wall kick]], happens when a player [[rotate]]s a [[piece]] when no space exists in the squares where that tetromino would normally occupy after the rotation ''when rotating against the floor opposed to a wall''. To compensate, the game sets a certain number of alternative spaces for the tetromino to look. Floor kicks first appeared in later [[Tetris The GrandMaster Series|TGM]] [[games]] because [[drop|20G]] made some [[tetromino]]es difficult to manage.
+
A '''floor kick''', like a [[wall kick]], happens when a player [[rotate]]s a [[piece]] when no space exists in the squares where that tetromino would normally occupy after the rotation ''when rotating against the floor opposed to a wall''. To compensate, the game sets a certain number of alternative spaces for the tetromino to look. Floor kicks first appeared in later [[Tetris The GrandMaster Series|TGM]] [[game]]s because [[drop|20G]] made some [[tetromino]]es difficult to manage.
  +
  +
Rotating a flat-side-down tetromino against a flat floor often requires a floor kick.
  +
Examples from the bounding box style [[rotation system]] used by ''[[Lockjaw: The Overdose]]'':
 
{|
 
{|
 
|- valign="top"
 
|- valign="top"
 
|{{pfstart}}
 
|{{pfstart}}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | | | | | | | | | }}
 
{{pfrow| | | | | | | | | | }}
 
{{pfrow| | | | | | | | | | }}
 
{{pfrow|g|g| |i|i|i|i| | | }}
 
{{pfrow|g|g| |i|i|i|i| | | }}
Line 8: Line 13:
 
{{pfrow|g|g|g|G|G|G|G|G|G| }}
 
{{pfrow|g|g|g|G|G|G|G|G|G| }}
 
{{pfend}}
 
{{pfend}}
  +
Start
 
|{{pfstart}}
 
|{{pfstart}}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | | | |-| | | | | }}
  +
{{pfrow| | | | |-| | | | | }}
  +
{{pfrow|g|g| | |-| | | | | }}
  +
{{pfrow|g|g|g|g|X|g|g| | | }}
  +
{{pfrow|g|g|g|G|G|G|G|G|G| }}
  +
{{pfend}}
  +
Rotating would<br>overlap blocks
  +
|{{pfstart}}
  +
{{pfrow| | | | |i| | | | | }}
  +
{{pfrow| | | | |i| | | | | }}
  +
{{pfrow| | | | |i| | | | | }}
  +
{{pfrow|g|g| | |i| | | | | }}
  +
{{pfrow|g|g|g|g|g|g|g| | | }}
  +
{{pfrow|g|g|g|G|G|G|G|G|G| }}
  +
{{pfend}}
  +
So nudge it up
  +
|- valign="top"
  +
|{{pfstart}}
  +
{{pfrow| | | | | | | | | | }}
 
{{pfrow| | | | |t| | | | | }}
 
{{pfrow| | | | |t| | | | | }}
 
{{pfrow|g|g| |t|t|t| | | | }}
 
{{pfrow|g|g| |t|t|t| | | | }}
Line 14: Line 40:
 
{{pfrow|g|g|g|G|G|G|G|G|G| }}
 
{{pfrow|g|g|g|G|G|G|G|G|G| }}
 
{{pfend}}
 
{{pfend}}
  +
Start
  +
|{{pfstart}}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | | | |-| | | | | }}
  +
{{pfrow|g|g| | |-|-| | | | }}
  +
{{pfrow|g|g|g|g|X|g|g| | | }}
  +
{{pfrow|g|g|g|G|G|G|G|G|G| }}
  +
{{pfend}}
  +
Rotating would<br>overlap blocks
  +
|{{pfstart}}
  +
{{pfrow| | | | |t| | | | | }}
  +
{{pfrow| | | | |t|t| | | | }}
  +
{{pfrow|g|g| | |t| | | | | }}
  +
{{pfrow|g|g|g|g|g|g|g| | | }}
  +
{{pfrow|g|g|g|G|G|G|G|G|G| }}
  +
{{pfend}}
  +
So nudge it up
  +
|}
  +
  +
Games using [[TGM rotation]] do not need the same floor kick for T as described above because the J, L, S, T, Z normally rotate to keep a constant bottom edge.
  +
However, these games need floor kick in a different circumstance where bounding-box systems do not:
  +
{|
  +
|- valign="top"
  +
|{{pfstart}}
  +
{{pfrow| | | | |i| | | | | }}
  +
{{pfrow| | | | |i|i| | | | }}
  +
{{pfrow|G|G|G|G|i|G|G|G|G| }}
  +
{{pfend}}
  +
Start
  +
|{{pfstart}}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | | | |-| | | | | }}
  +
{{pfrow|G|G|G|X|-|X|G|G|G| }}
  +
{{pfend}}
  +
Rotating would<br>overlap blocks
  +
|{{pfstart}}
  +
{{pfrow| | | | |i| | | | | }}
  +
{{pfrow| | | |i|i|i| | | | }}
  +
{{pfrow|G|G|G|G| |G|G|G|G| }}
  +
{{pfend}}
  +
So nudge it up
  +
|}
  +
  +
''TGM1'', ''TGM2'', ''TAP'' does not perform floor kick.
  +
''TGM3'' in classic (TGM rotation) mode does so only for ''I'' and ''T''.
  +
  +
==Abuse==
  +
In many games, when the player rotates the active tetromino to kick it up one square, rotates it back, and lets the tetromino fall and land again, the [[lock delay]] resets.
  +
This prevents the tetromino from ever locking and prevents the player from ever [[top out|topping out]].
  +
The CPU opponent in ''[[The New Tetris]]'' has been seen to do this.
  +
  +
For this reason, some games restrict the number of floor kicks performed per tetromino.
  +
''[[Tetris DS]]'' in multiplayer mode will lock the tetromino after a few seconds.
  +
''TGM3'' allows only one floor kick per tetromino:
  +
{|
  +
|- valign="top"
  +
|{{pfstart}}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | |Z|Z|Z|Z| | | | }}
  +
{{pfrow|G|G|G|G|G|G|G|G|G| }}
  +
{{pfrow|G|G|G|G|G|G|G|G|G| }}
  +
{{pfend}}
  +
Start
  +
|{{pfstart}}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | | | |-| | | | | }}
  +
{{pfrow| | |Z|Z|Z|Z| | | | }}
  +
{{pfrow|G|G|G|G|X|G|G|G|G| }}
  +
{{pfrow|G|G|G|G|X|G|G|G|G| }}
  +
{{pfend}}
  +
Rotating would<br>overlap blocks
  +
|{{pfstart}}
  +
{{pfrow| | | | |Z| | | | | }}
  +
{{pfrow| | | | |Z| | | | | }}
  +
{{pfrow| | | | |Z| | | | | }}
  +
{{pfrow| | | | |Z| | | | | }}
  +
{{pfrow|G|G|G|G|G|G|G|G|G| }}
  +
{{pfrow|G|G|G|G|G|G|G|G|G| }}
  +
{{pfend}}
  +
Floor kick works
  +
|{{pfstart}}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | | | |-| | | | | }}
  +
{{pfrow| | |Z|Z|Z|Z| | | | }}
  +
{{pfrow|G|G|G|G|X|G|G|G|G| }}
  +
{{pfrow|G|G|G|G|X|G|G|G|G| }}
  +
{{pfend}}
  +
Rotate again,<br>land, and<br>try rotate again
  +
|{{pfstart}}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | |Z|Z|Z|Z| | | | }}
  +
{{pfrow|G|G|G|G|G|G|G|G|G| }}
  +
{{pfrow|G|G|G|G|G|G|G|G|G| }}
  +
{{pfend}}
  +
Floor kick<br>does not work
 
|}
 
|}
  +
''I'' and ''T'' must have a floor kick to rotate here.
 
  +
= Constant floorkick =
  +
[[Tetris Best 2]] has constant floorkicks. They only occur if one of the three wallkick positions succeed. This would allow some very unique [[twist]]s.
  +
 
==See also==
 
==See also==
 
*[[Wall kick]]
 
*[[Wall kick]]
  +
  +
[[Category:Mobility]]

Revision as of 02:51, 24 July 2018

A floor kick, like a wall kick, happens when a player rotates a piece when no space exists in the squares where that tetromino would normally occupy after the rotation when rotating against the floor opposed to a wall. To compensate, the game sets a certain number of alternative spaces for the tetromino to look. Floor kicks first appeared in later TGM games because 20G made some tetrominoes difficult to manage.

Rotating a flat-side-down tetromino against a flat floor often requires a floor kick. Examples from the bounding box style rotation system used by Lockjaw: The Overdose:

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
ggTetiiiiTetTetTet
gggggggTetTetTet
gggGGGGGGTet

Start

TetTetTetTetTetTetTetTetTetTet
TetTetTetTet-TetTetTetTetTet
TetTetTetTet-TetTetTetTetTet
ggTetTet-TetTetTetTetTet
ggggXggTetTetTet
gggGGGGGGTet

Rotating would
overlap blocks

TetTetTetTetiTetTetTetTetTet
TetTetTetTetiTetTetTetTetTet
TetTetTetTetiTetTetTetTetTet
ggTetTetiTetTetTetTetTet
gggggggTetTetTet
gggGGGGGGTet

So nudge it up

TetTetTetTetTetTetTetTetTetTet
TetTetTetTettTetTetTetTetTet
ggTettttTetTetTetTet
gggggggTetTetTet
gggGGGGGGTet

Start

TetTetTetTetTetTetTetTetTetTet
TetTetTetTet-TetTetTetTetTet
ggTetTet--TetTetTetTet
ggggXggTetTetTet
gggGGGGGGTet

Rotating would
overlap blocks

TetTetTetTettTetTetTetTetTet
TetTetTetTetttTetTetTetTet
ggTetTettTetTetTetTetTet
gggggggTetTetTet
gggGGGGGGTet

So nudge it up

Games using TGM rotation do not need the same floor kick for T as described above because the J, L, S, T, Z normally rotate to keep a constant bottom edge. However, these games need floor kick in a different circumstance where bounding-box systems do not:

TetTetTetTetiTetTetTetTetTet
TetTetTetTetiiTetTetTetTet
GGGGiGGGGTet

Start

TetTetTetTetTetTetTetTetTetTet
TetTetTetTet-TetTetTetTetTet
GGGX-XGGGTet

Rotating would
overlap blocks

TetTetTetTetiTetTetTetTetTet
TetTetTetiiiTetTetTetTet
GGGGTetGGGGTet

So nudge it up

TGM1, TGM2, TAP does not perform floor kick. TGM3 in classic (TGM rotation) mode does so only for I and T.

Abuse

In many games, when the player rotates the active tetromino to kick it up one square, rotates it back, and lets the tetromino fall and land again, the lock delay resets. This prevents the tetromino from ever locking and prevents the player from ever topping out. The CPU opponent in The New Tetris has been seen to do this.

For this reason, some games restrict the number of floor kicks performed per tetromino. Tetris DS in multiplayer mode will lock the tetromino after a few seconds. TGM3 allows only one floor kick per tetromino:

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
TetTetZZZZTetTetTetTet
GGGGGGGGGTet
GGGGGGGGGTet

Start

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
TetTetTetTet-TetTetTetTetTet
TetTetZZZZTetTetTetTet
GGGGXGGGGTet
GGGGXGGGGTet

Rotating would
overlap blocks

TetTetTetTetZTetTetTetTetTet
TetTetTetTetZTetTetTetTetTet
TetTetTetTetZTetTetTetTetTet
TetTetTetTetZTetTetTetTetTet
GGGGGGGGGTet
GGGGGGGGGTet

Floor kick works

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
TetTetTetTet-TetTetTetTetTet
TetTetZZZZTetTetTetTet
GGGGXGGGGTet
GGGGXGGGGTet

Rotate again,
land, and
try rotate again

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
TetTetZZZZTetTetTetTet
GGGGGGGGGTet
GGGGGGGGGTet

Floor kick
does not work

Constant floorkick

Tetris Best 2 has constant floorkicks. They only occur if one of the three wallkick positions succeed. This would allow some very unique twists.

See also