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TetriLeaks
07-13-2011, 01:56 AM
I could not resist to share it with you:

2009_Tetris_Design_Guideline.pdf (5.94 MB)
http://www.multiupload.com/V4MXA5N0EL

2009_Tetris_Marketing_Guideline.pdf (6.72 MB)
http://www.multiupload.com/RK7DLGTE91

2009_Tetris_Variant_Concepts.pdf (11.58 MB)
http://www.multiupload.com/TVLO0JLOKJ

Aaron
07-13-2011, 02:01 AM
http://27.media.tumblr.com/tumblr_l1hij70utU1qba10mo1_500.jpg

muf
07-13-2011, 02:05 AM
90 pages of nonsense. Good job, Henk.

Rosti LFC
07-13-2011, 02:19 AM
Dude, can you not read the huge "CONFIDENTIAL" in red text on the first page? :I

K
07-13-2011, 12:36 PM
the buffer zone is 20 block height !! (design_guideline.pdf, page 27) o_O

K
07-13-2011, 01:21 PM
really i don't want this thread going down to trolling or flaming.
but the Super Rotation System purpose is interesting.


SUPER ROTATION SYSTEM

The Super Rotation System is the expanded Tetrimino control that allows players greater flexibility and freedom of movement. Tetris products in the past used a simple means of rotation, which caused strict limitations as to where Tetriminos could and could not be rotated.

For instance, if the I-Tetrimino was against a wall, and the player attempted to rotate it, the Tetrimino would not rotate because the resulting rotation would cause the Tetrimino to collide with the wall. If a Tetrimino with a flat bottom edge (e.g., the T-Tetrimino) landed on a flat surface or floor, it also could not be rotated. The Super Rotation System allows Tetrimino rotation in such cases.

The Super Rotation System allows players to rotate the Tetriminos in other situations where they were previously disallowed using Classic Rotation. The system prioritizes possible rotations using five rotation points for each Tetrimino. If a Tetrimino cannot be rotated into the first position, the game checks a second position by using the second rotation point. If the Tetrimino can be rotated into the second position, it will do so. Otherwise, it tries the third rotation point, and possibly a fourth and a fifth. Whichever rotation succeeds first is used; if all five rotations fail, the rotation cannot occur in that situation. The system is designed to be as intuitive as possible to the player. If the player presses rotate, the most intuitive, visual rotation is always used as long as no collision occurs. Subsequent rotations are less visually intuitive, but still rotate the Tetrimino as close as possible to a Tetrimino’s “natural” visual center of rotation.

Objectives

• Provide a New Standard: Establish a new standard of rotation to be used for all future Tetris products.
• Be Lenient: Allow the player to rotate a Tetrimino when it is against a wall, on the floor in a “Well”, or in other situations where Tetriminos could not rotate in older Tetris games. This results in a less frustrating and more enjoyable game.
• Make Rotations Predictable: Make the system of rotations intuitive so that the player can easily predict the behavior of a Tetrimino when a button is pressed.
• Preserve Backwards Compatibility to Older Tetris Products: Allow the Tetrimino to rotate as it does in previous Tetris games.

Caithness
07-13-2011, 02:31 PM
Playing King of Stackers, I realized that SRS actually is logical. It's just that it's a whole lot more complicated than ARS, so it takes a lot more hands-on experience to understand it fully.

farter
07-13-2011, 03:05 PM
mm played a lot, and have seen the wallkick order.
but i still can't understand what the designer of srs are thinking...
for example:

[][]..()
[]()()()
[]{}[][]
[]{}[][]
[]{}{}[][]
that's ok

[]..[]()
[]()()()
[]....[]
||
\/
[]()[]
[]()
[]()()[]
that's ok

[][]..()
[]()()()
[]..[][]
[]....[]
so this one sucks.....

more...
[][][][]
..()..[]
()()()[]
[][]..[]
||
\/
[][][][]
....()[]
..()()[]
[][]()[]
ok

[][][][]
()()()[]
..()..[]
[][]..[]
sucks...

rotate the whole field 90` CW, then

[]....[]
[]..()[]
[]()()[]
....()[]
[][][][]
this is ok

[]....[]
[]()..[]
[]()()[]
..()..[]
[][][][]
this sucks instead....


so..............
no comment about SRS...:facepalm:

Kitaru
07-13-2011, 03:40 PM
the buffer zone is 20 block height !! (design_guideline.pdf, page 27) o_O
Yes, in order to accept 20 rows of garbage without erasing any blocks pushed above. This was tested and confirmed in Tetris DS long before now.

really i don't want this thread going down to trolling or flaming.
but the Super Rotation System purpose is interesting.
Admirable in concept, failure in practice. There are some things I think SRS is good for, but it's not a one-size-fits-all package and they really should have spent more time on it beforehand if that's what they were aiming for.

I feel like Ti-ARS fits their listed objectives much better than SRS does.