Tetris DX: Difference between revisions

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(confirmed, with pic)
(exploits)
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If this fails, it tries rotation about an alternate center displaced by one cell (the gray circle).
If this fails, it tries rotation about an alternate center displaced by one cell (the gray circle).
For I, S, and Z, this center starts out one cell above the ordinary center; for L, J, or T, it starts out one cell below.
For I, S, and Z, this center starts out one cell above the ordinary center; for L, J, or T, it starts out one cell below.
Alternate rotation resets the [[Drop#Gravity|gravity]] timer.


=== Wall climbing ===
=== Wall climbing ===
This rotation system is exploitable, especially on low levels:
{|
{|
|-valign="top"
|-valign="top"
Line 37: Line 37:
{{pfrow|G| | | | | | | | | }}
{{pfrow|G| | | | | | | | | }}
{{pfrow|G| | | | | | | | | }}
{{pfrow|G| | | | | | | | | }}
{{pfrow|G|T|T|T| | | | | | }}
{{pfrow|G|S|S|S| | | | | | }}
{{pfrow|G| |T| | | | | | | }}
{{pfrow|G| |S| | | | | | | }}
{{pfrow|G| | | | | | | | | }}
{{pfrow|G| | | | | | | | | }}
{{pfend}}
{{pfend}}
|Coming very soon
Charge DAS
|{{pfstart}}
{{pfrow|G| | | | | | | | | }}
{{pfrow|G| |S| | | | | | | }}
{{pfrow|G| |C|S| | | | | | }}
{{pfrow|G| |S| | | | | | | }}
{{pfrow|G| | | | | | | | | }}
{{pfend}}
Rotate left
|{{pfstart}}
{{pfrow|G| | | | | | | | | }}
{{pfrow|G|S| | | | | | | | }}
{{pfrow|G|S|S| | | | | | | }}
{{pfrow|G|S| | | | | | | | }}
{{pfrow|G| | | | | | | | | }}
{{pfend}}
Shift left (DAS)
|{{pfstart}}
{{pfrow|G| | | | | | | | | }}
{{pfrow|G|S|S|S| | | | | | }}
{{pfrow|G| |C| | | | | | | }}
{{pfrow|G| | | | | | | | | }}
{{pfrow|G| | | | | | | | | }}
{{pfend}}
Rotate right about<br>alternate center
|}
|}
This particular exploit was fixed in SRS.


=== Infinity ===
Ordinarily, Tetris DX [[lock delay]] follows step reset behavior: only downward motion under [[Drop#Gravity|gravity]] resets the lock delay timer.
But rotation about the alternate center does [[Infinity|reset the timer]] used for gravity.
This can be exploited by placing a piece in a corner and rotating it back and forth about the alternate center:
{|
|-valign="top"
|{{pfstart}}
{{pfrow|G| | | | | | | | | }}
{{pfrow|G| | | | | | | | | }}
{{pfrow|G| |C| | | | | | | }}
{{pfrow|G|S|S|S| | | | | | }}
{{pfrow|G|G|G|G|G| | | | | }}
{{pfend}}
|{{pfstart}}
{{pfrow|G| | | | | | | | | }}
{{pfrow|G|S| | | | | | | | }}
{{pfrow|G|S|C| | | | | | | }}
{{pfrow|G|S| | | | | | | | }}
{{pfrow|G|G|G|G|G| | | | | }}
{{pfend}}
|}
<br clear="all">
== See also ==
== See also ==
{{Nintendo games}}
{{Nintendo games}}

Revision as of 20:35, 18 August 2007

Tetris DX

[[File:{{{boxart}}}|175px]]
Developer(s) Nintendo
Publisher(s) Nintendo
Release Date(s) 21, Oct 1998 (Japan)
31, Oct 1998 (USA)
1, Jul 1999 (Europe)
Platform(s) Game Boy Color

Gameplay Info

Next pieces 1
Playfield dimensions 10x18
Hold piece No
Hard drop No
Rotation system {{{system}}}
Has 180 rotation {{{180}}}
Adjustable tuning {{{tuning}}}
Garbage attack type {{{garbage}}}
Garbage blocking type {{{blocking}}}
Website {{{website}}}
Tetris DX title.png Tetris DX play.png

Not to be confused with Tetris Deluxe, a game released for western mobile phones.

Tetris DX was a Game Boy Color game as an enhancement of Nintendo's original Game Boy Tetris, with two added gameplay modes (Ultra, lasting 3 minutes; and Vs. CPU, a match against the computer), a profile/save feature, and color graphics on Game Boy Color and above. In addition, the game's rotation system had a glitch which lets a player move any tetromino except O upward by holding the direction against a wall while rotating in the opposite direction.

Modes

  • Marathon (score maxes at 9,999,999)
  • True 40 lines mode (not 40 "points" like in Tetris Worlds)
  • Vs. CPU opponent


Rotation system

All rotation states of all seven tetrominoes in TDX. From top to bottom: I, J, L, O, S, T, Z. The circle doesn't appear in the game; it helps to illustrate the axis on which each tetromino rotates.

The rotation system is an early version of what would become SRS. Like in SRS, tetrominoes of width 3 rotate as if in a bounding square; unlike in SRS, L, J, and T start flat side up. TDX first tries rotation about the center of the box (the blue circle). If this fails, it tries rotation about an alternate center displaced by one cell (the gray circle). For I, S, and Z, this center starts out one cell above the ordinary center; for L, J, or T, it starts out one cell below.

Wall climbing

This rotation system is exploitable, especially on low levels:

GTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GSSSTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GTet.pngSTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png

Charge DAS

GTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GTet.pngSTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GTet.pngCSTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GTet.pngSTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png

Rotate left

GTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GSTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GSSTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GSTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png

Shift left (DAS)

GTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GSSSTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GTet.pngCTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png

Rotate right about
alternate center

This particular exploit was fixed in SRS.

Infinity

Ordinarily, Tetris DX lock delay follows step reset behavior: only downward motion under gravity resets the lock delay timer. But rotation about the alternate center does reset the timer used for gravity. This can be exploited by placing a piece in a corner and rotating it back and forth about the alternate center:

GTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GTet.pngCTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GSSSTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GGGGGTet.pngTet.pngTet.pngTet.pngTet.png
GTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GSTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GSCTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GSTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
GGGGGTet.pngTet.pngTet.pngTet.pngTet.png


See also

External links