The game has a 6×9 board, and the pieces spawn overlapping the ceiling, but movement and rotation behave with a solid ceiling. In fact, locking in the starting position (or equivalently, partial lock out) is the top out condition. It is impossible to rotate on spawn for I due to the down kicks only going 1 space.
It uses SRS basic rotations (as does TOD), but uses the following kicks (assuming x increases to the right and y increases upwards):
- rotate left: {{0,0,},{0,-1,},{1,0,},{1,-1,},{-1,0,},{-1,-1,},{0,1,},{1,1,},{-1,1,},}
- rotate right: {{0,0,},{0,-1,},{-1,0,},{-1,-1,},{1,0,},{1,-1,},{0,1,},{-1,1,},{1,1,},}
Its scoring system gives (sinh x×2)×3 for x lines cleared, and the interest rate is initially 0 but increases by 1e-7 for each piece placed, and the score increases by itself times the interest rate every frame, causing the score to increase exponentionally.