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− | + | {{Infobox |
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+ | |title = Tetris DX |
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|developer = Nintendo |
|developer = Nintendo |
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|publisher = Nintendo |
|publisher = Nintendo |
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|hold = No |
|hold = No |
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|hard = No |
|hard = No |
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− | | |
+ | |system = Bounding box, wall kick, SRS predecessor |
+ | |boxart = Tetris_DX_Boxart.jpg |
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|title-scrn=Tetris_DX_title.png |
|title-scrn=Tetris_DX_title.png |
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|ingame-scrn=Tetris_DX_play.png |
|ingame-scrn=Tetris_DX_play.png |
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}} |
}} |
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− | ''Not to be confused with [[Tetris Deluxe]], a game released for western mobile phones.'' |
+ | :''Not to be confused with [[Tetris Deluxe]], a game released for western mobile phones.'' |
⚫ | '''Tetris DX''' was a [[Game Boy Color]] game as an enhancement of Nintendo's original [[Tetris (Game Boy)|Game Boy Tetris]], with two added gameplay modes (Ultra, lasting 3 minutes; and Vs. CPU, a match against the computer), a profile/save feature, and color graphics on Game Boy Color and above. In addition, the game's [[rotation system]] had a glitch which lets a player move any [[tetromino]] except ''O'' upward by holding the direction against a wall while rotating in the opposite direction. |
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+ | == Modes == |
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⚫ | '''Tetris DX''' was a Game Boy Color game as an enhancement of Nintendo's original [[Tetris (Game Boy)|Game Boy Tetris]], with two added gameplay modes (Ultra, lasting 3 minutes; and Vs. CPU, a match against the computer), a profile/save feature, and color graphics on |
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+ | * Marathon (score maxes at 9,999,999) |
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+ | * True 40 lines mode (not 40 "points" like in ''Tetris Worlds'') |
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+ | * Vs. CPU opponent |
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+ | <br clear="all"> |
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== Rotation system == |
== Rotation system == |
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− | [[Image: |
+ | [[Image:TDX-pieces.png|thumb|All rotation states of all seven tetrominoes in TDX. From top to bottom: I, J, L, O, S, T, Z. The circle doesn't appear in the game; it helps to illustrate the axis on which each tetromino rotates.]] |
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The rotation system is an early version of what would become [[SRS]]. |
The rotation system is an early version of what would become [[SRS]]. |
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− | + | Like in SRS, tetrominoes of width 3 rotate as if in a bounding square; unlike in SRS, L, J, and T start flat side up. |
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+ | TDX first tries rotation about the center of the box (the blue circle). |
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− | |||
+ | If this fails, it tries rotation about an alternate center displaced by one cell (the gray circle). |
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− | :''The following description is based on a machine translation of a document written in Japanese into English. It may have been misunderstood. You can help TC wiki by confirming this behavior.'' |
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+ | For I, S, and Z, this center starts out one cell above the ordinary center; for L, J, or T, it starts out one cell below. |
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− | TDX first tries rotation about the center of the bounding box (the white circle in the SRS diagram), then rotation about the bottom of the bounding box (the space below the white circle in the third column). |
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− | |||
+ | === Wall climbing === |
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+ | This rotation system is exploitable, especially on low levels: |
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+ | {| |
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+ | |-valign="top" |
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+ | |{{pfstart}} |
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+ | {{pfrow|G| | | | | | | | | }} |
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+ | {{pfrow|G| | | | | | | | | }} |
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+ | {{pfrow|G|S|S|S| | | | | | }} |
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+ | {{pfrow|G| |S| | | | | | | }} |
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+ | {{pfrow|G| | | | | | | | | }} |
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+ | {{pfend}} |
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+ | Charge [[DAS]] |
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+ | |{{pfstart}} |
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+ | {{pfrow|G| | | | | | | | | }} |
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+ | {{pfrow|G| |S| | | | | | | }} |
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+ | {{pfrow|G| |C|S| | | | | | }} |
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+ | {{pfrow|G| |S| | | | | | | }} |
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+ | {{pfrow|G| | | | | | | | | }} |
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+ | {{pfend}} |
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+ | Rotate left |
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+ | |{{pfstart}} |
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+ | {{pfrow|G| | | | | | | | | }} |
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+ | {{pfrow|G|S| | | | | | | | }} |
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+ | {{pfrow|G|S|S| | | | | | | }} |
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+ | {{pfrow|G|S| | | | | | | | }} |
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+ | {{pfrow|G| | | | | | | | | }} |
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+ | {{pfend}} |
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+ | Shift left (DAS) |
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+ | |{{pfstart}} |
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+ | {{pfrow|G| | | | | | | | | }} |
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+ | {{pfrow|G|S|S|S| | | | | | }} |
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+ | {{pfrow|G| |C| | | | | | | }} |
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+ | {{pfrow|G| | | | | | | | | }} |
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+ | {{pfrow|G| | | | | | | | | }} |
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+ | {{pfend}} |
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+ | Rotate right about<br>alternate center |
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+ | |} |
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+ | This particular exploit was fixed in SRS. |
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+ | === Infinity === |
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+ | Ordinarily, Tetris DX [[lock delay]] follows step reset behavior: only downward motion under [[Drop#Gravity|gravity]] resets the lock delay timer. |
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+ | But rotation about the alternate center does [[Infinity|reset the timer]] used for gravity. |
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+ | This can be exploited by placing a piece in a corner and rotating it back and forth about the alternate center: |
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+ | {| |
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+ | |-valign="top" |
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+ | |{{pfstart}} |
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+ | {{pfrow|G| | | | | | | | | }} |
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+ | {{pfrow|G| | | | | | | | | }} |
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+ | {{pfrow|G| |C| | | | | | | }} |
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+ | {{pfrow|G|S|S|S| | | | | | }} |
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+ | {{pfrow|G|G|G|G|G| | | | | }} |
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+ | {{pfend}} |
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+ | |{{pfstart}} |
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+ | {{pfrow|G| | | | | | | | | }} |
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+ | {{pfrow|G|S| | | | | | | | }} |
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+ | {{pfrow|G|S|C| | | | | | | }} |
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+ | {{pfrow|G|S| | | | | | | | }} |
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+ | {{pfrow|G|G|G|G|G| | | | | }} |
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+ | {{pfend}} |
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+ | |} |
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<br clear="all"> |
<br clear="all"> |
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== See also == |
== See also == |
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*[http://www.din.or.jp/~koryan/tetris/roll-o2.htm#03 Koryan's description of Sega Tetris, TGM, and Tetris DX rotation systems (Japanese language)] |
*[http://www.din.or.jp/~koryan/tetris/roll-o2.htm#03 Koryan's description of Sega Tetris, TGM, and Tetris DX rotation systems (Japanese language)] |
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**[http://translate.google.com/translate?u=http%3A%2F%2Fwww.din.or.jp%2F%7Ekoryan%2Ftetris%2Froll-o2.htm&langpair=ja%7Cen&hl=en&ie=UTF-8&oe=UTF-8&prev=%2Flanguage_tools English translation using Google Language Tools] |
**[http://translate.google.com/translate?u=http%3A%2F%2Fwww.din.or.jp%2F%7Ekoryan%2Ftetris%2Froll-o2.htm&langpair=ja%7Cen&hl=en&ie=UTF-8&oe=UTF-8&prev=%2Flanguage_tools English translation using Google Language Tools] |
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⚫ |
Revision as of 06:25, 22 April 2018
- Not to be confused with Tetris Deluxe, a game released for western mobile phones.
Tetris DX was a Game Boy Color game as an enhancement of Nintendo's original Game Boy Tetris, with two added gameplay modes (Ultra, lasting 3 minutes; and Vs. CPU, a match against the computer), a profile/save feature, and color graphics on Game Boy Color and above. In addition, the game's rotation system had a glitch which lets a player move any tetromino except O upward by holding the direction against a wall while rotating in the opposite direction.
Modes
- Marathon (score maxes at 9,999,999)
- True 40 lines mode (not 40 "points" like in Tetris Worlds)
- Vs. CPU opponent
Rotation system
The rotation system is an early version of what would become SRS. Like in SRS, tetrominoes of width 3 rotate as if in a bounding square; unlike in SRS, L, J, and T start flat side up. TDX first tries rotation about the center of the box (the blue circle). If this fails, it tries rotation about an alternate center displaced by one cell (the gray circle). For I, S, and Z, this center starts out one cell above the ordinary center; for L, J, or T, it starts out one cell below.
Wall climbing
This rotation system is exploitable, especially on low levels:
Charge DAS |
Rotate left |
Shift left (DAS) |
Rotate right about |
This particular exploit was fixed in SRS.
Infinity
Ordinarily, Tetris DX lock delay follows step reset behavior: only downward motion under gravity resets the lock delay timer. But rotation about the alternate center does reset the timer used for gravity. This can be exploited by placing a piece in a corner and rotating it back and forth about the alternate center:
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See also
Tetris and other puzzle games published by Nintendo {{}}
Console releases: Tetris (NES, Nintendo) | Tetris & Dr. Mario | The New Tetris | Tetris Party
Handheld releases: Tetris (Game Boy) | Tetris DX | Tetris DS
Topics: Nintendo Rotation System