Most important things in a TGM or Tetris game?

Thread in 'Discussion' started by Kasumi, 5 Jul 2011.

  1. Zaphod77

    Zaphod77 Resident Misinformer

    sigh.. i was trying to avoid make two fumens for the I piece.

    The first part shows what happens when you are able to rotate before touching the ground. it's not something that happens, because the game refuses to let you rotate

    The second shows what happens when you try to rotate after already making the piece kick. You can't kick because the piece is not touching the ground, and you can't rotate afterwards because it locks instantly after gravity moves the piece.

    What really happens is that the first rotate is blocked until the piece touches the ground, the second rotate sets it to zero, and there is no possible third rotation. Here's what would happen if we had the second check, but not the first.

     
  2. Ah, yeah, it wouldn't be hard to autosynchro stall the game in almost the same way as the SRS I-Roll stall. Interesting.
     
  3. Thanks so much! I swear I wasn't trying to be difficult, I just really hadn't thought of that specific case. You would have only had to make the last fumen, I understood the mechanics of the floorkick behavior, just not the "why" for I being blocked while not grounded and not T. Now I get it, sorry for the trouble.
     
  4. Zaphod77

    Zaphod77 Resident Misinformer

    Note that actually placing a real floorkick limit accomplishes the same thing as both of those checks.

    My theory is that first they implemented the setting lock delay to zero bit, and later added the extra restriction for I piece when they realized that stalling with synchros was still doable. (and either somehow missed the I roll, or didn't care because it's SRS)
     

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