TGM Rotation
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TGM rotation is a game play mechanic used in Tetris The Grand Master and other Arika tetromino games, derived from Sega rotation. It is often refered to as ARS (Arika Rotation System), even though some people believe that this name is misleading.
Games using TGM rotation generally use IRS, fast DAS, lock delay, and firm drop, and tetrominoes start out with the topmost block on the top row (generally row 20). The "ARS" and "ARS2" modes of Tetris The Grand Master Ace use a hybrid of TGM rules and Guideline rules.
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Basic rotation
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TGM's basic rotations inherits most of its properties from Sega rotation, which was used in most previous Japanese arcade Tetris games. Some defining characteristics include:
- Having 2 (as opposed to 4) rotation states for S, Z, and I tetrominoes.
- Keeping tetrominoes at an even level while rotating to always allow rotation when the tetromino is on a flat surface (except for the I tetromino - see exceptions below).
- Pointing the initial stance of the T, L, and J tetrominoes downward.

Added by TETRIS-Computerdude33
Wall kicks
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TGM pioneered the use of wall kicks, with simple but effective kick rules. These rules were unchanged until TGM3, remaining constant across TGM, TA, TAP, and Sakura Tetris. Up to 3 locations are tried, in this order, before rotation will fail:
- Basic rotation
- 1 space right of basic rotation
- 1 space left of basic rotation
In addition to these rules, there are some extra exceptions where certain wall kicks are not allowed:
- The I tetromino will never kick.
- L, J, and T tetrominoes will not rotate in the situations illustrated below if the
marked block is occupied.
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- However, L tetrominoes will rotate clockwise and J tetrominoes counterclockwise in the situations illustrated below if both the
marked blocks are occupied.
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New wall kicks in TGM3
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I tetromino's wall kicks
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In TGM3, the I tetromino can kick walls. There are 3 different types of wall kicks.
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Try to rotate |
Basic rotation fails |
Kick 1 space right | |||
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Try to rotate |
Basic rotation fails |
Kick 2 space right | |||
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Try to rotate |
Basic rotation fails |
Kick left |
I tetromino's floor kicks
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The I tetromino can kick the floor.
Notes:
- Like hold piece, floor kick can be performed only once per tetromino.
- The tetromino cannot kick the floor in mid-air.
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Fail |
OK |
OK |
There are 2 different types of floor kicks.
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Try to rotate |
Basic rotation fails |
Kick 1 space up | |||
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Try to rotate |
Basic rotation fails |
Kick 2 space up |
T tetromino's floor kicks
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The T tetromino can escape from a hollow.
Notes:
- This action can be performed only once per tetromino.
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Try to rotate |
Basic rotation fails |
Kick up |
Right side bias
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In TGM's rotation system, the Tetrominoes rotate on only one axis resulting in asymmetrical rotations. In this example, the I piece can't rotate on the left side of the stack;
A situation which would work on the right side.
Notice the I has 1 rotation axis;
I piece's rotation axis
This case does not apply to the T tetromino, as it rotates on its center;
T rotation axis
Mihara's conspiracy
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Due to the right side bias with wall kicks, doing this move with a J when there is an empty hole right of the block that the J is caught on will lead to a hole.
L works:
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Firm drop |
Rotate left |
Kicks to here |
J does not...
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