Sorry about that. I'll admit that it is very modular and clearly polished, and I use it for 40lines. But besides that, it feels more tuned for guideline-style play than for TGM play, which is what I'm interested in. I respect LJ but I don't play it much. Also, the 0 frame line clear delay isn't actually 0 frames, as far as I can tell.
Tessellate has an option similar to this called "Strong Step Reset". When selected, lock delay is reset only when the active piece has dropped lower than it has ever been before.
i thought TNC used regular step reset with infinity off. i seem to remember J,L,S,T,Z locking suddenly after a rotation that dropped the piece down but didn't cause the 3x3 rotation box to drop.
Actually, the true evangelism is using TC as a test for the DSi browser. Seriously, this is the first site I went on.
How does that evangelise TGM? Was a crowd of spectators behind you? Did you tape yourself testing it out and put it on youtube?
I'm going to run the first TGM tournament outside of Japan. I'm also going to host a TGM/Tetris panel, and provide materials promoting tetrisconcept and TGM in general. Do I win?
Tetris new century does not reset the lock delay at ALL during your maneuvering, often resulting in it getting stuck as you are trying to flip it over the pieces in the way. What I propose will allow some extra time to let you complete your maneuvers without imposing an arbritary rotation or movement limit.
sure, as long as in the later levels the lock delay decreases to the point where you don't have time to do climbing. there has to be a challenge that forces you to stack in a way that allows for quick easy placements.
How about just have it so that it ignores kick reset and has step reset only, so it can lock when climbing over pieces? I don't see any reason to allow climbing at all. If you're struggling because you don't have time to climb over things then you shouldn't have stacked so badly.
well if you don't want to climb, then use ARS. Seriously, the only reason to use SRS in the first place is the mobility of the wallkicks, and therefore the game needs to provide enough time to perform the climbing. Preventing those moves goes against the intent of the rotation system. Even with the expanded delay, you still have to do your climbing fast. The lack of ARE in particular is why the extra time is needed to do the climbing. you can't charge DAS during non-existent ARE.
To further on what tepples said, the flat-down orientations are "smarter" in 20G, and you don't need to rely on IRS to flatten the tetromino to move over gaps. Also, don't neglect the additional orientations for S/Z/I: they allow for less keys/tetromino. The kicks are the only thing about SRS that don't make sense. The rest is pretty cool.
Stuff can make sense, but we can still hate it and call it cheap It makes things like 20G too easy. IRS is totally useless. But it's fine in 0G, and kicks don't matter so much. DRS, on the other hand, works reasonably well in 0G and 20G because it has 3 state S/Z/I and ARS style rotation tables (bottom of piece on the bottom of the box). SRS without the stupid shit is TOD M4 rotation, though.
ACE-ARS with move reset doesn't provide much of a forced challenge. (you were talking about SRS initial orientations making it too easy, or something else?) i wouldn't say that. you can play significantly faster if you use IRS. if you're not using it, and you're playing at a medium pace and reach a high grade, then i would say the grading system is too lenient. edit: i meant that if you're playing a mode that has ARE, you'll play a lot faster if you use IRS. not to say that you can't play fast with SRS and zero ARE in 20G.