Wall kick: Difference between revisions

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A '''wall kick''' happens when a player [[rotate]]s a [[piece]] when no space exists in the squares where that tetromino would normally occupy after the rotation. To compensate, the game sets a certain number of alternative spaces for the tetromino to look. Wall kicks started appearing in [[game]]s because after a piece would be backed up against the wall, it would awkwardly be unable to rotate until first moving back.
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Here ''T'' can rotate
|{{pfstart}}
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Here ''T'' cannot rotate without a wall kick
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The simplest wall kick algorithm, used (with variations) by [[TGM rotation]] and several [[fan game]]s in the same tradition, is to try moving the tetromino one space to the right, and then one space to the left, and fail if neither can be done. Wall kicks increase the number of possible [[twist]]s.


Other notable [[rotation system]]s that include wall kick or [[floor kick]] include the following:
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*The rotation systems of the domino based games ''[[Dr. Mario]]'', ''[[Puyo Pop]]'', and ''[[Super Puzzle Fighter II]]''.
*The rotation system of ''[[Tetris DX]]'', which allows wall climbing
*The rotation system of ''[[The New Tetris]]'', considered a predecessor to SRS
*[[SRS]], the flexible Standard Rotation System used by games that follow the [[Tetris Guideline]]
*The rotation system of ''[[DTET]]'', a fan game with a complex but unarbitrary wall/floor kick algorithm


Data tables describing systems for a number of ''[[Tetris]]'' games exist in the source code of several fan games, such as [[Heboris Unofficial Expansion]], [[syoboris]] or [[Lockjaw]].
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== External links ==
*[http://www.din.or.jp/~koryan/tetris/index_cj.htm Koryan's analysis] of various rotation systems including their wall kicks (Japanese)
 
[[Category:Mobility]]

Revision as of 20:12, 24 February 2016