About Arika SRS kick

Thread in 'Research & Development' started by Cosine, 5 Oct 2017.

  1. So I was looking at the wiki I found something weird. In the SRS page, there is a Arika SRS I piece wall kick data that tells you how does the I piece kicks. There are two weird kicks. They are 2->R Test 5(+1,-1) and 2->L Test 5(-1,-1). It is completely different from default SRS kicks. I tried on other guideline versions, and it worked as default SRS. I don't know why this happens only in tgm3 so please tell me the reason or this weird kicks.

    Plus, please tell me if there is any grammatical errors on my post.


    Edit: Moved to Research & Development forum(what)
     
    Last edited: 6 Oct 2017
  2. My theory is simply a programming oversight.

    There's not a lot of people who are willing to spend time on TI SRS as it's a mix between two genres that people like to play exclusively. I suspected SRS wasn't fully replicated in TI but I did not know what it was.

    Also ur grammer is ok, but im french
     
  3. I think the wiki describes the justification for swapping kick 4 & 5, but I did not realize that Arika-SRS kick 5 is not the same as TTC-SRS kick 4...

    Two possibilities:
    1) It's possible the table on the wiki has a typo in it -- someone should try once more to execute these kicks in TGM3 and TGMA.
    2) As Qlex said, perhaps Arika made a mistake when testing this adjustment and never ended up in a situation where it would be noticed and fixed.

    SRS is a complex system. This is the kind of thing that would be hard to notice without well-written unit tests, and I suspect that many Tetris games are only tested by playing the game. It would be very uncommon to attempt the twists you diagrammed, so it's possible the issue was just never observed or considered as a bug.
     
  4. I think it is their mistake. Before ti came out, there were several guideline games, and they worked fine with this. Looks like they did something wrong while modifying the kicks and didn't check it properly.

    It's pretty obvious that other kick 4 & 5s are (±2,±1) or (±1,±2), but only they are (±1,±1).

    Edit: If you want to compare between Arika SRS and Guideline SRS easier, check http://harddrop.com/wiki/SRS(It's not tetris.wiki but whatever.) I edited Arika wall kick data for better comparison with Guideline.

    Edit2: Oh, and someone pls find the Lockjaw SRS wallkick data? It looks different from Arika, also guideline... The only thing I know is it prefers down kick and has (±1,±1) wallkicks like Arika SRS does.
     
    Last edited: 22 Oct 2017
  5. I tested this twice in a row and the I piece couldn't rotate, so I think it's actually how the rotations behave. Side note, it doesn't work when you rotate the other way either, so it's not me mixing up left and right or world rule's control scheme acting up.
    However, performing this move like this actually works:

    But it also works in regular SRS so I think it's not the topic of this thread.

    Edit: Oh whoops there was actually another rotation to test in the fumen.
    It actually works:

     
    Last edited: 25 May 2018
    Kitaru and Qlex like this.
  6. Zaphod77

    Zaphod77 Resident Misinformer

    The i kick table is deliberately different in TGM3 (and Ace as well, most likely). it is, as near as I can tell, not a bug. It appears to be intended to help you get I pieces to go into a side column easier, though it interferes with certain other kicks that do work in standard SRS with the I piece. the logic is explained in the wiki.
     
  7. On the wiki, it only explains about the symmetry of I kick table. The thing is, "only" 2->L and 2->R test 5 is completely different from others, and test 5 have almost nothing to do with easier I piece kicking logic on TGM3.
    Could somebody translate Arika I kick table to Offset data? i have no idea what is used on TGM3(either kick table or offset data), but I just want to see the difference.
     
  8. It's impossible to express Arika SRS in offset data because that would imply the property of the inverse kick of the inverse rotation being in the same kick number for each kick, and the property of four rotations in the same direction of a kick number summing to zero.
     

Share This Page