IRS the J clockwise, then lock it down there. Code: | JJ | | J | |LL JT | |IL TTTZ | |IL SSZZ | |IJ SSTZOO | |IJJJTTTOO | +==========+ History: ZLTJ Next: S (No, I'm not trying to throw the game with bad placements. In an actual T.A. Death round, I'd actually do this and try to get a Z or T under the "overhang". Though in this case, it conveniently makes an S almost impossible to place well. )
In that case... IRS then DAS right Code: | JJ | | J | |LL JT | |IL TTTZS | |IL SSZZSS| |IJ SSTZOOS| |IJJJTTTOO | +==========+ History: LTJS Next: O I think it's the only reasonable place to put it. The O, however, is now a complete spanner...
Code: | | | | | | | | | | | | | JJ | | J | |LL JT | |ILOOTTTZS | |ILOOSSZZSS| <--- ! line to remove ! |IJ SSTZOOS| |IJJJTTTOO | +==========+ Next : I It is interesting gila to simulate a bit a disrupting of a stack.. But please don't do it every time !
I-block placement next up: Z also, fumen takes care of line deletes automatically. I'll upload a translated version of it onto my site when I get home from school today. it's actually quite a useful planning tool ^-^
i'm not complaining about the I. i was complaining about the L. But keep in mind that in 20G is can now be difficult to place.
well, while we're waiting on someone to move with the Z block, I would like to let the japanese-illiterate participants (and anyone else who cares) know that I UL'd an english translation of FUMEN to my site. you can see (and use) it here. the codes used are identical to those used by the original JP version.
welcome. also, none of that is machine translation - all of the translations are based solely off of what the button/switch does. granted, I did kinda use systran to get the just of what it originally said. also, the two-line statement at the bottom should cover my rear end legally. heck, if the guy looks at the source, all the comments save for one line are intact and unmodified. (I added that one line XD) I already suggested that, the Thread Creator shot it down, but the Z move after that was also questionable. once again, the next piece (if anyone wants to go ahead and make a move) is a Z-block. [edit: I think this little forum game had a sound idea, but ended up getting battered and derailed due to disputes over 20G-possible moves (I'll accept the Rot. Rule dispute on that one L-block move >.<). may I propose we start a different one without the 20G requirement?]
there is no init left/right move. If IRSed, it would be in 4-5, even if you charged DAS right. the nub was in six. it could not cross. Feel free to start another game with different rules if you feel this one is too difficult. If one of the forum gods corrects me on my asessment of 20g play i will apologise profusely. But i'm pretty darn sure I know the rulez.
I know there's no init LR, but I believe doing a Right + Rotate synchro on the first frame the Z spawned would work, no?
nope. rotation is processed that frame, but movement is not. WIthout IRS Code: |I |I SS |IJ SST OO |IJJJTTTOO First process rotation Code: |I S |I SS |IJ ST OO |IJJJTTTOO then try to process movement. Code: |I S |I SS |IJ ST OO |IJJJTTTOO (movement fails) then process gravity. the processing order is. 1) Initial Hold System. (doesn't exist in this game) 2) Initial Rotation System. (does exist) 3) gravity (20g, drops immediately to bottom in initial colums) and then loops to 4) rotation (with wallkick) 5) movement. 6) gravity. for each frame. In a "synchro" rotation is still processed before movement. They are not truly simultaneous. but they are processed in the same frame, and before gravity for the frame.
also, side note, if you uncheck ???? ("LOCK" on my translated version) on the last frame, you can create another frame showing the same piece where it would be on the next frame (or moment). also, after a certain point, you may need/want tinyurl. moreso if you're doing this by IRC, but we aren't.
doesn't help when peole keep changign it around. honestly just check the last 4 placements to verify the history instead of trusting the previous poster for the history.