Nice one, you're getting pretty good at recovering in 20g. Learning a couple J wallkicks would have really helped you out. The top 2 on this page: http://www13.plala.or.jp/TETRiS_TGM/kouza/9.htm It lets you move the J to the right when it might not be obvious that you can. Keep in mind this isn't symmetrical, and L won't kick to the left in mirror situations.
i have never been aware of that J move--or perhaps i just forgot about it after never moving it from study to practice. that's' not a very intuitive move, ct--especially the fact that it doesn't work with an L under similar circumstances.
That's one advantage SRS has over TGM rotation: at least SRS is symmetric with all tetrominoes except I.
Sure, if you think symmetry is in and of itself desireable. And yeah that move is sort of unintuitive. I just can't believe you don't use it and still beat me to M.
http://www.yousendit.com/transfer.php?a ... F06F105420 94 lines in Another using TGM rules (TGM rotation, one preview, no hold) played in C7S9 and not whichever crazy version is out now
Where do i put the replay files in heboris? I can never seem to get them to show up in the game, it just says "NO REPLAY DATA". even for the ones i've recorded myself.
It does. The frame and blocks in TGM3 are rendered as polygonal 3D objects, viewed from the front. The side surfaces of the blocks are visible, although they are very thin and often overlooked. This should be especially so on a low resolution video. Heboris simulates this, although Heboris itself uses 2D. The 3D nature of the blocks can be seen in the attract mode demo, where the camera shows the game field from various different angles, and certain items in versus mode, where the field flips around. Neither can be seen in any of the official videos. On the other hand, the poster is mistaken about TGMA. The presentation of Ace is completely in 2D, with no visible side surfaces.
that image makes it pretty clear... funny, i've never noticed that--and i've decided that the heboris aproximation is just annoying.