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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]].
+
'''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.
   
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.
+
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 ==
 
== 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 design choices include:
+
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 tetrominoess
+
* 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).
 
* 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.
 
* Pointing the initial stance of the T, L, and J tetrominoes downward.
Line 139: Line 139:
 
Notes:
 
Notes:
 
*Like [[hold piece]], floor kick can be performed only once per tetromino.
 
*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.
 
*The tetromino cannot kick the floor in mid-air.
 
{|
 
{|
Line 229: Line 228:
 
Notes:
 
Notes:
 
*This action can be performed only once per tetromino.
 
*This action can be performed only once per tetromino.
*This action causes [[lock delay]] reset.
 
   
 
{|
 
{|
Line 254: Line 252:
 
Kick up
 
Kick up
 
|}
 
|}
  +
  +
  +
== Right side bias ==
  +
  +
In TGM's rotation system, the Tetrominoes rotate 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}}
  +
{{width4row|AI|AI|MC|AI}}
  +
{{pfend}}
  +
I piece's rotation axis
  +
  +
  +
This case does not apply to the T tetromino, as it rotates on its center;
  +
  +
{{pfstart}}
  +
{{width3row|M |AT|M }}
  +
{{width3row|AT|MC|AT}}
  +
{{pfend}}
  +
T rotation axis
  +
 
== Mihara's conspiracy ==
  +
  +
Due to the right side bias with wall kicks, doing this move with a J when there is an empty hole right of the block that the J is caught on will lead to a hole.
  +
  +
L works:
  +
{|
  +
|{{pfstart}}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow|G| | | |G|G| | | | }}
  +
{{pfrow|G| |L|L|G|G|G| | | }}
  +
{{pfrow|G| | |L| | |G| | | }}
  +
{{pfrow|G| |G|L|G|G|G|G| | }}
  +
{{pfrow|G|G|G|G|G|G|G|G|G| }}
  +
{{pfrow|G|G|G|G|G|G|G|G|G| }}
  +
{{pfend}}
  +
Firm drop
  +
|{{pfstart}}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow|G| | | |G|G| | | | }}
  +
{{pfrow|G| | | |G|G|G| | | }}
  +
{{pfrow|G| |L|L|L| |G| | | }}
  +
{{pfrow|G| |1| |G|G|G|G| | }}
  +
{{pfrow|G|G|G|G|G|G|G|G|G| }}
  +
{{pfrow|G|G|G|G|G|G|G|G|G| }}
  +
{{pfend}}
  +
Rotate left
  +
|{{pfstart}}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow|G| | | |G|G| | | | }}
  +
{{pfrow|G| | | |G|G|G| | | }}
  +
{{pfrow|G| | |L|L|L|G| | | }}
  +
{{pfrow|G| |G|L|G|G|G|G| | }}
  +
{{pfrow|G|G|G|G|G|G|G|G|G| }}
  +
{{pfrow|G|G|G|G|G|G|G|G|G| }}
  +
{{pfend}}
  +
Kicks to here
  +
|}
  +
J does not...
  +
{|
  +
|{{pfstart}}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | | | |G|G| | | |G}}
  +
{{pfrow| | | |G|G|G|J|J| |G}}
  +
{{pfrow| | | |G| | |J| | |G}}
  +
{{pfrow| | |G|G|G|G|J|G| |G}}
  +
{{pfrow| |G|G|G|G|G|G|G|G|G}}
  +
{{pfrow| |G|G|G|G|G|G|G|G|G}}
  +
{{pfend}}
  +
Firm drop
  +
|{{pfstart}}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | | | |G|G| | | |G}}
  +
{{pfrow| | | |G|G|G| | | |G}}
  +
{{pfrow| | | |G| |J|J|J| |G}}
  +
{{pfrow| | |G|G|G|G| |1| |G}}
  +
{{pfrow| |G|G|G|G|G|G|G|G|G}}
  +
{{pfrow| |G|G|G|G|G|G|G|G|G}}
  +
{{pfend}}
  +
Rotate right
  +
|{{pfstart}}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | | | |G|G| | | |G}}
  +
{{pfrow| | | |G|G|G| | | |G}}
  +
{{pfrow| | | |G| | |J|J|J|G}}
  +
{{pfrow| | |G|G|G|G| |G|J|G}}
  +
{{pfrow| |G|G|G|G|G|G|G|G|G}}
  +
{{pfrow| |G|G|G|G|G|G|G|G|G}}
  +
{{pfend}}
  +
Kicks to here
  +
|}
  +
...unless there is another block to force a kick to the left.
  +
{|
  +
|{{pfstart}}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | | | |G|G| | | |G}}
  +
{{pfrow| | | |G|G|G|J|J| |G}}
  +
{{pfrow| | | |G| | |J| | |G}}
  +
{{pfrow| | |G|G|G|G|J|G|Z|G}}
  +
{{pfrow| |G|G|G|G|G|G|G|G|G}}
  +
{{pfrow| |G|G|G|G|G|G|G|G|G}}
  +
{{pfend}}
  +
Firm drop
  +
|{{pfstart}}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | | | |G|G| | | |G}}
  +
{{pfrow| | | |G|G|G| | | |G}}
  +
{{pfrow| | | |G| |J|J|J| |G}}
  +
{{pfrow| | |G|G|G|G| |1|Z|G}}
  +
{{pfrow| |G|G|G|G|G|G|G|G|G}}
  +
{{pfrow| |G|G|G|G|G|G|G|G|G}}
  +
{{pfend}}
  +
Rotate right
  +
|{{pfstart}}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | | | |G|G| | | |G}}
  +
{{pfrow| | | |G|G|G| | | |G}}
  +
{{pfrow| | | |G| | |J|J|J|G}}
  +
{{pfrow| | |G|G|G|G| |G|2|G}}
  +
{{pfrow| |G|G|G|G|G|G|G|G|G}}
  +
{{pfrow| |G|G|G|G|G|G|G|G|G}}
  +
{{pfend}}
  +
This fails too
  +
|{{pfstart}}
  +
{{pfrow| | | | | | | | | | }}
  +
{{pfrow| | | | |G|G| | | |G}}
  +
{{pfrow| | | |G|G|G| | | |G}}
  +
{{pfrow| | | |G|J|J|J| | |G}}
  +
{{pfrow| | |G|G|G|G|J|G|Z|G}}
  +
{{pfrow| |G|G|G|G|G|G|G|G|G}}
  +
{{pfrow| |G|G|G|G|G|G|G|G|G}}
  +
{{pfend}}
  +
Kicks to here
  +
|}
  +
  +
It can however be used to the player's advantage by it being used to jump over spikes.
  +
  +
== ACE-ARS and ARS2 ==
  +
  +
ARS was required to be featured as a Xbox live download for ACE due to the Tetris Guideline.
  +
  +
Ace's rotation is a hybrid of SRS and ARS. Ace features guideline colors and allows 128 rotations and 128 movements (Rather than true infinity). ACE features the ability to floor kick with any block, but still retains the wall kick rather than floor kick behavior from the original TGM rotation.
  +
  +
Normal ARS features Sonic Lock (locking hard drop) and non-locking soft drop.
  +
  +
ARS2 has Firm Drop (non-locking hard drop) and soft drop (locking).
   
 
==To-Do==
 
==To-Do==
*describe ACE's ARS and ARS2
+
*describe ACE's ARS and ARS2?
*describe "Mihara's conspiracy"
 
*mention right bias
 
 
*add more visual aids?
 
*add more visual aids?
   
Line 264: Line 418:
 
*[http://web.iis.to/tetris_tgm/newrotation.html KAN's detailed explanation of TGM3's new I and T floorkicks]
 
*[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]
 
*[http://www13.plala.or.jp/TETRiS_TGM/kouza/index.htm TGM rotations, in Japanese]
 
[[Category:Game Mechanics]]
 
[[Category:Gameplay Components]]
 
 
[[Category:Rotation Systems]]
 
[[Category:Rotation Systems]]

Latest revision as of 19:52, 29 January 2020

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.

Games using TGM rotation generally use 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 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.
Tgm basic ars description

TGM's basic rotations.


Wall kicks

TGM pioneered the use of wall kicks, 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:

  • 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 X marked block is occupied.
TetTetTetTetTetTetTetXTetTet
TetLLLTetTetLLLTet
TetLXTetTetTetLTetTetTet
TetTetXTetTetTetTetTetTetTet
TetTetTetLTetTetTetXLTet
TetLLLTetTetLLLTet
TetTetTetTetTetTetTetXTetTet
TetJJJTetTetJJJTet
TetTetXJTetTetTetTetJTet
TetTetXTetTetTetTetTetTetTet
TetJTetTetTetTetJXTetTet
TetJJJTetTetJJJTet
TetTetXTetTetTetTetXTetTet
TetTetITetTetTetIIITet
TetIIITetTetTetITetTet
  • However, L tetrominoes will rotate clockwise and J tetrominoes counterclockwise in the situations illustrated below if both the X marked blocks are occupied.
TetXTetTetTetTetTetTetXTet
TetLLLTetTetJJJTet
TetLXTetTetTetTetXJTet

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.

GTetZTetTetTetTetTetTetTet
GTetCTetTetTetTetTetTetTet
GTetZTetTetTetTetTetTetTet
GTetZTetTetTetTetTetTetTet

Try to rotate

GTetTetTetTetTetTetTetTetTet
XZCZTetTetTetTetTetTet
GTetTetTetTetTetTetTetTetTet
GTetTetTetTetTetTetTetTetTet

Basic rotation fails

GTetTetTetTetTetTetTetTetTet
GZZCZTetTetTetTetTet
GTetTetTetTetTetTetTetTetTet
GTetTetTetTetTetTetTetTetTet

Kick 1 space right

GGZTetTetTetTetTetTetTet
GGCTetTetTetTetTetTetTet
GGZTetTetTetTetTetTetTet
GGZTetTetTetTetTetTetTet

Try to rotate

GGTetTetTetTetTetTetTetTet
XXCZTetTetTetTetTetTet
GGTetTetTetTetTetTetTetTet
GGTetTetTetTetTetTetTetTet

Basic rotation fails

GGTetTetTetTetTetTetTetTet
GGZZCZTetTetTetTet
GGTetTetTetTetTetTetTetTet
GGTetTetTetTetTetTetTetTet

Kick 2 space right

TetTetTetTetTetTetTetTetZG
TetTetTetTetTetTetTetTetCG
TetTetTetTetTetTetTetTetZG
TetTetTetTetTetTetTetTetZG

Try to rotate

TetTetTetTetTetTetTetTetTetG
TetTetTetTetTetTetZZCX
TetTetTetTetTetTetTetTetTetG
TetTetTetTetTetTetTetTetTetG

Basic rotation fails

TetTetTetTetTetTetTetTetTetG
TetTetTetTetTetZZCZG
TetTetTetTetTetTetTetTetTetG
TetTetTetTetTetTetTetTetTetG

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.
  • The tetromino cannot kick the floor in mid-air.
TetTetTetTetTetTetTetTetTetTet
ZZCZTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
GGGGTetTetTetTetTetTet

Fail

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
ZZCZTetTetTetTetTetTet
GGGGTetTetTetTetTetTet

OK

TetTetTetTetTetTetTetTetTetTet
ZZCZTetTetTetTetTetTet
TetGTetTetTetTetTetTetTetTet
TetGGTetTetTetTetTetTetTet

OK

There are 2 different types of floor kicks.

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
ZZCZTetTetTetTetTetTet
GTetTetTetTetTetTetTetTetTet
GGGGTetTetTetTetTetTet

Try to rotate

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
TetTetZTetTetTetTetTetTetTet
TetTetCTetTetTetTetTetTetTet
GTetZTetTetTetTetTetTetTet
GGXGTetTetTetTetTetTet

Basic rotation fails

TetTetTetTetTetTetTetTetTetTet
TetTetZTetTetTetTetTetTetTet
TetTetCTetTetTetTetTetTetTet
TetTetZTetTetTetTetTetTetTet
GTetZTetTetTetTetTetTetTet
GGGGTetTetTetTetTetTet

Kick 1 space up

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
ZZCZTetTetTetTetTetTet
GGGGTetTetTetTetTetTet
GGGGTetTetTetTetTetTet

Try to rotate

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
TetTetZTetTetTetTetTetTetTet
TetTetCTetTetTetTetTetTetTet
GGXGTetTetTetTetTetTet
GGXGTetTetTetTetTetTet

Basic rotation fails

TetTetZTetTetTetTetTetTetTet
TetTetCTetTetTetTetTetTetTet
TetTetZTetTetTetTetTetTetTet
TetTetZTetTetTetTetTetTetTet
GGGGTetTetTetTetTetTet
GGGGTetTetTetTetTetTet

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.
GTetTetTetTetTetTetTetTetTet
GTetITetTetTetTetTetTetTet
GIITetTetTetTetTetTetTet
GGIGGGGGGTet

Try to rotate

GTetTetTetTetTetTetTetTetTet
GTetTetTetTetTetTetTetTetTet
GTetITetTetTetTetTetTetTet
GXIXGGGGGTet

Basic rotation fails

GTetTetTetTetTetTetTetTetTet
GTetITetTetTetTetTetTetTet
GIIITetTetTetTetTetTet
GGTetGGGGGGTet

Kick up


Right side bias

In TGM's rotation system, the Tetrominoes rotate on only one axis resulting in asymmetrical rotations. In this example, the I piece can't rotate on the left side of the stack;


TetTetZTetTetTetTetTetTetTet
TetTetZTetTetTetTetTetTetTet
TetTetXGGGGGGG
TetTetxGGGGGGG
TetGGGGGGGGG

A situation which would work on the right side.

Notice the I has 1 rotation axis;

AIAIMCAI

I piece's rotation axis


This case does not apply to the T tetromino, as it rotates on its center;

MATM
ATMCAT

T rotation axis

Mihara's conspiracy

Due to the right side bias with wall kicks, doing this move with a J when there is an empty hole right of the block that the J is caught on will lead to a hole.

L works:

TetTetTetTetTetTetTetTetTetTet
GTetTetTetGGTetTetTetTet
GTetLLGGGTetTetTet
GTetTetLTetTetGTetTetTet
GTetGLGGGGTetTet
GGGGGGGGGTet
GGGGGGGGGTet

Firm drop

TetTetTetTetTetTetTetTetTetTet
GTetTetTetGGTetTetTetTet
GTetTetTetGGGTetTetTet
GTetLLLTetGTetTetTet
GTet1TetGGGGTetTet
GGGGGGGGGTet
GGGGGGGGGTet

Rotate left

TetTetTetTetTetTetTetTetTetTet
GTetTetTetGGTetTetTetTet
GTetTetTetGGGTetTetTet
GTetTetLLLGTetTetTet
GTetGLGGGGTetTet
GGGGGGGGGTet
GGGGGGGGGTet

Kicks to here

J does not...

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetGGTetTetTetG
TetTetTetGGGJJTetG
TetTetTetGTetTetJTetTetG
TetTetGGGGJGTetG
TetGGGGGGGGG
TetGGGGGGGGG

Firm drop

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetGGTetTetTetG
TetTetTetGGGTetTetTetG
TetTetTetGTetJJJTetG
TetTetGGGGTet1TetG
TetGGGGGGGGG
TetGGGGGGGGG

Rotate right

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetGGTetTetTetG
TetTetTetGGGTetTetTetG
TetTetTetGTetTetJJJG
TetTetGGGGTetGJG
TetGGGGGGGGG
TetGGGGGGGGG

Kicks to here

...unless there is another block to force a kick to the left.

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetGGTetTetTetG
TetTetTetGGGJJTetG
TetTetTetGTetTetJTetTetG
TetTetGGGGJGZG
TetGGGGGGGGG
TetGGGGGGGGG

Firm drop

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetGGTetTetTetG
TetTetTetGGGTetTetTetG
TetTetTetGTetJJJTetG
TetTetGGGGTet1ZG
TetGGGGGGGGG
TetGGGGGGGGG

Rotate right

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetGGTetTetTetG
TetTetTetGGGTetTetTetG
TetTetTetGTetTetJJJG
TetTetGGGGTetG2G
TetGGGGGGGGG
TetGGGGGGGGG

This fails too

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetGGTetTetTetG
TetTetTetGGGTetTetTetG
TetTetTetGJJJTetTetG
TetTetGGGGJGZG
TetGGGGGGGGG
TetGGGGGGGGG

Kicks to here

It can however be used to the player's advantage by it being used to jump over spikes.

ACE-ARS and ARS2

ARS was required to be featured as a Xbox live download for ACE due to the Tetris Guideline.

Ace's rotation is a hybrid of SRS and ARS. Ace features guideline colors and allows 128 rotations and 128 movements (Rather than true infinity). ACE features the ability to floor kick with any block, but still retains the wall kick rather than floor kick behavior from the original TGM rotation.

Normal ARS features Sonic Lock (locking hard drop) and non-locking soft drop.

ARS2 has Firm Drop (non-locking hard drop) and soft drop (locking).

To-Do

  • describe ACE's ARS and ARS2?
  • add more visual aids?

References