Open GoogleCodeExporter opened 8 years ago
The way that pieces spawn and rotate (and they are fairly closely linked) varies
between implementations because for a long time, there wasn't a generally
accepted
standard until the "Tetris Guideline" came into existence in 2001. Many players
experience "tetlag" when swiching from game to game, so it's something that's
not
really avoidable. The fact that Quadra uses cascade gravity adds even more
unfamiliarity.
The existence isn't well known, much less exactly what it contains, but games
that
have published since then as "authentic Tetris games" give some indication as
to what
the guideline contains. However, many people who do know about it feel that it
puts
an artificial ceiling on the potential skill levels of the players.
I don't think that it's important (or even a good idea) to copy a system from
any
particular game, but I do think that one system is chosen and stuck to,
especially if
score records are going to be kept.
Over the last few months, I have been working on a rotation system that does as
you
describe. However, I have not yet produced a working implementation of it. I
would be
willing to explain it in more detail if requested, although I think it's
probably a
little off-topic here...
As for "far left" and "far right" buttons, they may not be as necessary if the
"delayed autoshift" is fast, or can be configured to be fast.
Original comment by Shrapnel.City@gmail.com
on 31 Mar 2008 at 3:38
Original issue reported on code.google.com by
pphaneuf
on 30 Mar 2008 at 5:26