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The Super Rotation System, also known as SRS and Standard Rotation System is the current Tetris Guideline standard for how tetrominoes behave, defining where and how the tetrominoes spawn, how they rotate, and what wall kicks they may perform. SRS traces its routes back to 1991 when BPS introduced its signature third and fourth rotation states for the S, Z, and I tetrominoes in the game Tetris 2 and BomBliss. Two years later, in the game Tetris Battle Gaiden, BPS altered the spawn orientation of the T, L, and J tetrominoes so that they spawned flat-side first. It was not until the 2001 game, Tetris Worlds, that the wall kick system was introduced, and SRS took its final form. Henk Rogers, in his effort to unify all new Tetris games into the Tetris Guideline, required Arika to include a form of SRS in their 2005 game, Tetris The Grand Master 3 Terror-Instinct, where it is called "World" rule, in reference to Tetris Worlds.

Spawn Orientation and Location[]

SRS-pieces

The 4 rotation states of all 7 tetrominoes. Starting with the spawn state on the left, the 4 rotation states resulting from successive clockwise rotations are shown in order. The circles merely help to illustrate rotation centers and do not appear in-game.

The spawn orientations are included in the diagram on the right.

  • All tetrominoes spawn horizontally and wholly above the playfield.
  • The I and O tetrominoes spawn centrally, and the other, 3-cell wide tetrominoes spawn rounded to the left.
  • The tetrominoes spawn pointing up.
  • In Tetris Worlds, the tetrominoes spawn in rows 22 and 23 (or just row 22 in the case of the "I" tetromino), however, in later games the tetrominoes spawn 1 row lower.

Color Scheme and Block Style[]

SRS uses the "ice" block style. The colors are shown below.

TetTetTetTet
SISISISI

I

SJTetTetTet
SJSJSJTet

J

TetTetSLTet
SLSLSLTet

L

TetSOSOTet
TetSOSOTet

O

TetSSSSTet
SSSSTetTet

S

TetSTTetTet
STSTSTTet

T

SZSZTetTet
TetSZSZTet

Z


Basic Rotation[]

The basic rotation states are shown in the diagram on the right. Some points to note:

  • When unobstructed, the tetrominoes all appear to rotate purely about a single point. These apparent rotation centers are shown as circles in the diagram.
  • It is a pure rotation in a mathematical sense, as opposed to the combination of rotation and translation found in other systems such as Sega Rotation and Atari Rotation.
  • As a direct consequence, the J, L, S, T and Z tetrominoes have 1 of their 4 states (the spawn state) in a "floating" position where they are not in contact with the bottom of their bounding box.
  • This allows the bounding box to descend below the surface of the stack (or the floor of the playing field) making it impossible for the tetrominoes to be rotated without the aid of floor kicks.
  • The S, Z and I tetrominoes have two horizontally oriented states and two vertically oriented states. It can be argued that having two vertical states leads to faster finesse.
  • For the "I" and "O" tetrominoes, the apparent rotation center is at the intersection of gridlines, whereas for the "J", "L", "S", "T" and "Z" tetrominoes, the rotation center coincides with the center of one of the four constituent minos.

Wall Kicks[]

SRS has super wallkicks. Unlike most rotation systems with super kicks, these wall kicks are relatively modest. When the player attempts to rotate a tetromino, but the position it would normally occupy after basic rotation is obstructed, (either by the wall or floor of the playfield, or by the stack), the game will attempt to "kick" the tetromino into an alternative position nearby. Some points to note:

  • When a rotation is attempted, 5 positions are sequentially tested (inclusive of basic rotation); if none are available, the rotation fails completely.
  • Which positions are tested is determined by the initial rotation state, and the desired final rotation state. Because it is possible to rotate both clockwise and counter-clockwise, for each of the 4 initial states there are 2 final states. Therefore there are a total of 8 possible rotations for each tetromino and 8 sets of wall kick data need to be described.
  • The positions are commonly described as a sequence of ( x, y) kick values representing translations relative to basic rotation; a convention of positive x rightwards, positive y upwards is used, e.g. (-1, 2) would indicate a kick of 1 cell left and 2 cells up.
  • The J, L, T, S, and Z tetrominoes all share the same kick values, the I tetromino has its own set of kick values, and the O tetromino does not kick.
  • Several different conventions are commonly used for the naming of the rotation states. On this page, the following convention will be used:
    • 0 = spawn state
    • 1 = state resulting from a clockwise rotation ("right") from spawn
    • 2 = state resulting from 2 successive rotations in either direction from spawn.
    • 3 = state resulting from a counter-clockwise ("left") rotation from spawn


J, L, T, S, Z Tetromino Wall Kick Data
Test 1 Test 2 Test 3 Test 4 Test 5
0>>1 basic rotation (-1, 0) (-1, 1) ( 0,-2)¹ (-1,-2)
1>>0 basic rotation ( 1, 0) ( 1,-1) ( 0, 2) ( 1, 2)
1>>2 basic rotation ( 1, 0) ( 1,-1) ( 0, 2) ( 1, 2)
2>>1 basic rotation (-1, 0) (-1, 1)¹ ( 0,-2) (-1,-2)
2>>3 basic rotation ( 1, 0) ( 1, 1)¹ ( 0,-2) ( 1,-2)
3>>2 basic rotation (-1, 0) (-1,-1) ( 0, 2) (-1, 2)
3>>0 basic rotation (-1, 0) (-1,-1) ( 0, 2) (-1, 2)
0>>3 basic rotation ( 1, 0) ( 1, 1) ( 0,-2)¹ ( 1,-2)


I Tetromino Wall Kick Data
Test 1 Test 2 Test 3 Test 4 Test 5
0>>1 basic rotation (-2, 0) ( 1, 0) (-2,-1) ( 1, 2)
1>>0 basic rotation ( 2, 0) (-1, 0) ( 2, 1) (-1,-2)
1>>2 basic rotation (-1, 0) ( 2, 0) (-1, 2) ( 2,-1)
2>>1 basic rotation ( 1, 0) (-2, 0) ( 1,-2) (-2, 1)
2>>3 basic rotation ( 2, 0) (-1, 0) ( 2, 1) (-1,-2)
3>>2 basic rotation (-2, 0) ( 1, 0) (-2,-1) ( 1, 2)
3>>0 basic rotation ( 1, 0) (-2, 0) ( 1,-2) (-2, 1)
0>>3 basic rotation (-1, 0) ( 2, 0) (-1, 2) ( 2,-1)

¹ This kick is impossible with the t-tetrimino because if it fits, basic rotation fits too, so basic rotation is used.

A wall kick example:
The desired rotation is 0>>3, and from the table above, the wall kick test order is basic rotation, ( 1, 0), ( 1, 1), ( 0,-2), ( 1,-2).

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetGGTetTetTetTet
TetTetTetJTetGGGTetTet
TetTetTetjjjgggg
TetgggTetTetTetggg
TetggTetTetTetgggg
ggggTetTetgggg
gggggTetgggg

1. Initial position.
Attempt to rotate 0>>3.

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetGGTetTetTetTet
TetTetTetTetjgggTetTet
TetTetTetTetJTetGGGG
TetGGXjTetTetggg
ggTetTetTetTetgggg
ggggTetTetgggg
gggggTetgggg

2. Test 1, basic rotation fails.

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetGGTetTetTetTet
TetTetTetTetTetXGGTetTet
TetTetTetTetTetjgggg
TetgggjjTetggg
ggTetTetTetTetgggg
ggggTetTetgggg
gggggTetgggg

3. Test 2, ( 1, 0) fails.

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetGXTetTetTetTet
TetTetTetTetTetXGGTetTet
TetTetTetTetjjgggg
TetgggTetTetTetggg
ggTetTetTetTetgggg
ggggTetTetgggg
gggggTetgggg

4. Test 3, ( 1, 1) fails.

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetGgTetTetTetTet
TetTetTetTetTetGGGTetTet
TetTetTetTetTetTetgggg
TetgggjTetTetggg
ggTetTetjTetgggg
gggxjTetgggg
gggggTetgggg

5. Test 4, ( 0,-2) fails.

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetGgTetTetTetTet
TetTetTetTetTetGGGTetTet
TetTetTetTetTetTetgggg
TetgggTetjTetggg
ggTetTetTetjgggg
ggggjjgggg
gggggTetgggg

6. Final position.
Test 5, ( 1,-2) succeeds.

180° rotation[]

In Nullpomino, this is the 180° rotation kick table, taken directly from the standard wall kick data code: https://github.com/JoshuaWebb/nullpomino/blob/master/src/mu/nu/nullpo/game/subsystem/wallkick/StandardWallkick.java

	private static final int WALLKICK_NORMAL_180[][][] =
	{
		{{ 1, 0},{ 2, 0},{ 1, 1},{ 2, 1},{-1, 0},{-2, 0},{-1, 1},{-2, 1},{ 0,-1},{ 3, 0},{-3, 0}},	// 0>>2─┐
		{{ 0, 1},{ 0, 2},{-1, 1},{-1, 2},{ 0,-1},{ 0,-2},{-1,-1},{-1,-2},{ 1, 0},{ 0, 3},{ 0,-3}},	// 1>>3─┼┐
		{{-1, 0},{-2, 0},{-1,-1},{-2,-1},{ 1, 0},{ 2, 0},{ 1,-1},{ 2,-1},{ 0, 1},{-3, 0},{ 3, 0}},	// 2>>0─┘│
		{{ 0, 1},{ 0, 2},{ 1, 1},{ 1, 2},{ 0,-1},{ 0,-2},{ 1,-1},{ 1,-2},{-1, 0},{ 0, 3},{ 0,-3}},	// 3>>1──┘
	};
	private static final int WALLKICK_I_180[][][] =
	{
		{{-1, 0},{-2, 0},{ 1, 0},{ 2, 0},{ 0, 1}},													// 0>>2─┐
		{{ 0, 1},{ 0, 2},{ 0,-1},{ 0,-2},{-1, 0}},													// 1>>3─┼┐
		{{ 1, 0},{ 2, 0},{-1, 0},{-2, 0},{ 0,-1}},													// 2>>0─┘│
		{{ 0, 1},{ 0, 2},{ 0,-1},{ 0,-2},{ 1, 0}},													// 3>>1──┘
};

Note that these values can be modified (LINUX ONLY!). Sorry, Windows users, but you are stuck with this kick table.

In tetr.js, 180° rotation is 2 clockwise rotations.

In Tetris Perfect, 180° SRS rotation has no kicks.

In Guideline SRS, there are no 180 kicks due to offsets.

Other[]

  • SRS uses a non-locking soft drop, and a locking hard drop.
  • SRS uses Infinity
  • There is no ARE, IHS, or IRS in SRS.

Arika SRS[]

In their games Tetris The Grand Master 3 Terror-Instinct and Tetris The Grand Master Ace, Arika were required to include a form of SRS as the default rotation system, in order to conform more closely to Henk Rogers' Tetris Guideline. Arika's implementation of SRS uses the exact same wall kick data for the J, L, S, T and Z tetrominoes as the Guideline's standard; however, the I tetromino uses the wall kick data shown below:

Highlighted in red are the glitchy kicks.

Arika I Tetromino Wall Kick Data
Test 1 Test 2 Test 3 Test 4 Test 5
0>>1 basic rotation (-2, 0) ( 1, 0) ( 1, 2) (-2,-1)
0>>3 basic rotation ( 2, 0) (-1, 0) (-1, 2) ( 2,-1)
2>>1 basic rotation (-2, 0) ( 1, 0) (-2, 1) ( 1,-1)
2>>3 basic rotation ( 2, 0) (-1, 0) ( 2, 1) (-1,-1)
1>>0 basic rotation ( 2, 0) (-1, 0) ( 2, 1) (-1,-2)
3>>0 basic rotation (-2, 0) ( 1, 0) (-2, 1) ( 1,-2)
1>>2 basic rotation (-1, 0) ( 2, 0) (-1, 2) ( 2,-1)
3>>2 basic rotation ( 1, 0) (-2, 0) ( 1, 2) (-2,-1)

This is also used in Tetris Perfect, but with unglitchy kicks (( 1,-2) instead of ( 1,-1), (-1,-2) instead of (-1,-1)).

The logic behind Arika's modifications is that the I wall kicks are now symmetric about the y-axis when rotating from or to a horizontal orientation. One noticeable consequence of this is illustrated in the following example:

TetTetTetTetTetTetTetTetTetTet
----TetTetTetTetTetTet
TetggTetgggggg
TetggTetgggggg
sIggggggggg
sIggggggggg
sIggggggggg
sIggggggggg
From the dotted position, it is possible to clear 4 lines with both Guideline and Arika SRS by rotating clockwise.
TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTet----
ggggggTetggTet
ggggggTetggTet
gggggggggaI
gggggggggaI
gggggggggaI
gggggggggaI
In the symmetric position, only Arika SRS allows the clearing of 4 lines by rotating counter-clockwise.
TetTetTetTetTetTetaITetTetTet
TetTetTetTetTetTetaI---
ggggggaIggTet
ggggggaIggTet
gggggggggTet
gggggggggTet
gggggggggTet
gggggggggTet
Arika SRS also allows for this position to be achieved by rotating clockwise. However, with Guideline SRS, this is the only position achievable, regardless of which direction the player rotates (due to Guideline SRS's bias for the i-tetrimino).

Spawn orientation[]

Arika's SRS spawns the blocks pointing down (like ARS), as opposed to Guideline SRS.

Color scheme and Block style[]

Arika's SRS uses the "gradient" block style, just like ARS. The colors are shown below.

AIAIAIAI
TetTetTetTet

I

AJAJAJTet
TetTetAJTet

J

ALALALTet
ALTetTetTet

L

TetAOAOTet
TetAOAOTet

O

TetaSaSTet
aSaSTetTet

S

aTaTaTTet
TetaTTetTet

T

aZaZTetTet
TetaZaZTet

Z

But in Tetris Perfect, SRS only refers to the rotation system itself, so this block style is not used.

How Guideline SRS Really Works[]

File:SRS-true-rotations.png

The internal true rotations used in Guideline SRS; offsets are applied to these.


Instead of directly assigning a set of ( x, y) kick translations to each of the 8 possible rotations, TTC actually employed a different approach, and instead assigned a set of ( x, y) "offset" values to the 4 rotation states. The kick translations are then derived by taking the difference between pairs of offset data. When rotating from A to B, subtracting B's values from A's will give the kick translation for the rotation one way; and subtracting A's values from B's will give the kick translation for rotating back the other way.

There is another complexity to TTC's implementation: the derived translations are relative to a different datum. So far on this page, kick translations have been defined relative to "basic rotation", but TTC uses what forum user nightmareci has named "true rotation". "True rotation" is still a mathematical pure rotation with no translation involved; however, the rotation center always coincides with the center of one of the four constituent minos. (Recall that the apparent rotation center of the I and O tetrominoes in basic rotation coincided with the intersection of gridlines). This means that for "true rotation", the rotation center for the O piece is not at the geometric center, so the piece will have a "wobble" when rotated. The first kick translation has to be used to correct for this wobble.

This "true rotation" is also used in Tetris Best, but it uses different kicks, and the "wobble" is not corrected, so O-spins can be done.

However, "true rotation" is not used in Tetris Perfect's SRS. I piece has standard rotation center, and O rotation is entirely removed in SRS rotation.

The tetris2019.sb2 and tetrisimplementation do use the "true rotation" due to the mathematical formula for rotating on a center.

J, L, S, T, Z Tetromino Offset Data
Offset 1 Offset 2 Offset 3 Offset 4 Offset 5
0 true rotation true rotation true rotation true rotation true rotation
1 true rotation ( 1, 0) ( 1,-1) ( 0, 2) ( 1, 2)
2 true rotation true rotation true rotation true rotation true rotation
3 true rotation (-1, 0) (-1,-1) ( 0, 2) (-1, 2)


I Tetromino Offset Data
Offset 1 Offset 2 Offset 3 Offset 4 Offset 5
0 true rotation (-1, 0) ( 2, 0) (-1, 0) ( 2, 0)
1 (-1, 0) true rotation true rotation ( 0, 1) ( 0,-2)
2 (-1, 1) ( 1, 1) (-2, 1) ( 1, 0) (-2, 0)
3 ( 0, 1) ( 0, 1) ( 0, 1) ( 0,-1) ( 0, 2)


O Tetromino Offset Data
Offset
0 true rotation
1 ( 0,-1)
2 (-1,-1)
3 (-1, 0)


An example of deriving kick translations from the offsets:

The offsets for J, rotation state 0 are: true rotation, true rotation, true rotation, true rotation, true rotation.
The offsets for J, rotation state 1 are: true rotation, ( 1, 0), ( 1,-1), ( 0, 2), ( 1, 2).

true rotation - true rotation = true rotation,
true rotation - ( 1, 0) = (-1, 0),
true rotation - ( 1,-1) = (-1, 1),
true rotation - ( 0, 2) = ( 0,-2),
true rotation - ( 1, 2) = (-1,-2).

Therefore, the kick translations for the J rotation 0>>1, relative to "true rotation" (which is conveniently the same as "basic rotation" for the J tetromino), are: true rotation, (-1, 0), (-1, 1), ( 0,-2), (-1,-2).

These offsets are not confirmed to appear in Arika's srs though

Wall Kicks Illustration[]

SRS wall kicks are symmetric for all pieces but the I piece. That means for the mirrored playfield and mirrored piece ( J ↔ L piece, S ↔ Z piece, L ↔ R rotation state), the equivalent kick (same y value, opposite sign for x value) will appear. Thus for all pieces but the I piece, the kick system can be completely described by just examining clockwise rotation.

Kick Tests Useful Kicks
0>>1 basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetTetLGTet
TetG-LGTet
TetTetLLTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetLTetGTet
Tet-LGGTet
TetLLTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 1)
TetTetTetTetTet
TetLTetTetTet
TetLTetGTet
Tet-L-LGTet
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
( 0,-2)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetGTet
TetGGGTet
TetTetLTetTet
TetTetLTetTet
TetTetLLTet
(-1,-2)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetGTet
TetGGGTet
TetLTetTetTet
TetLTetTetTet
TetLLTetTet
(-1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
GGTetTetTet
G-TetLTet
GLLLTet
G--GTet
(-1,-2)
TetTetTetTetTet
TetTetTetTetTet
GGTetLTet
GLLLTet
G-GGG
G-GGG
G--GG
1>>2 basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetTetGTetTet
TetL-LLTet
TetLGGTet
TetTetTetTetTet
TetTetTetTetTet
( 1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTetGTetTet
TetTet-LLL
TetTet-LGTet
TetTetTetTetTet
TetTetTetTetTet
( 1,-1)
TetTetTetTetTet
TetTetTetTetTet
TetTetGTetTet
TetTetGTetTet
TetTet-L-LL
TetTetLTetTet
TetTetTetTetTet
( 0, 2)
TetTetTetTetTet
TetLLLTet
TetLGTetTet
TetTetGTetTet
TetTetGGTet
TetTetTetTetTet
TetTetTetTetTet
( 1, 2)
TetTetTetTetTet
TetTetLLL
TetTet-LTetTet
TetTetGTetTet
TetTetGGTet
TetTetTetTetTet
TetTetTetTetTet
( 1,-1)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetLTetTetTet
TetLTetGG
GLL-G
G-GGG
( 1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetLTetGG
TetL--G
GLLGG
2>>3 basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetLLTetTet
TetG-LGTet
TetGLTetTet
TetTetTetTetTet
TetTetTetTetTet
( 1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTetLLTet
TetGG-LTet
TetGTetLTet
TetTetTetTetTet
TetTetTetTetTet
( 1, 1)
TetTetTetTetTet
TetTetLLTet
TetTetTetLTet
TetGG-LTet
TetGTetTetTet
TetTetTetTetTet
TetTetTetTetTet
( 0,-2)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetGGGTet
Tet-LLTetTet
TetTetLTetTet
TetTetLTetTet
( 1,-2)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetGGGTet
TetGLLTet
TetTetTetLTet
TetTetTetLTet
( 1,-2)
TetTetTetTetTet
TetTetTetTetTet
TetTetGGG
TetLLLG
TetL--G
GGG-G
GGG-G
no kick
3>>0 basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetGGLTet
TetL-LLTet
TetTetGTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetG-LTetTet
LL-LTetTet
TetTetGTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1,-1)
TetTetTetTetTet
TetTetTetTetTet
TetGGTetTet
TetTet-LTetTet
LL-LTetTet
TetTetTetTetTet
TetTetTetTetTet
( 0, 2)
TetTetTetLTet
TetLLLTet
TetGGTetTet
TetTetGTetTet
TetTetGTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 2)
TetTetLTetTet
LLLTetTet
TetGGTetTet
TetTetGTetTet
TetTetGTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1,-1)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetTetLLTet
GGGLG
G--LG
no kick


Kick Tests Useful Kicks
0>>1 basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetGJ-JTet
TetG-JGTet
TetTetJTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 0)
TetTetTetTetTet
TetTetTetTetTet
Tet-JJTetTet
Tet-JGGTet
TetJTetTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 1)
TetTetTetTetTet
TetJJTetTet
Tet-JTetTetTet
Tet-JGGTet
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
(0,-2)
TetTetTetTetTet
TetTetTetTetTet
TetGTetTetTet
TetGGGTet
TetTetJJTet
TetTetJTetTet
TetTetJTetTet
(-1,-2)
TetTetTetTetTet
TetTetTetTetTet
TetGTetTetTet
TetGGGTet
TetJJTetTet
TetJTetTetTet
TetJTetTetTet
(-1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
GGTetTetTet
GJ-TetTet
GJJJTet
G-GTetG
( 0,-2)
TetTetTetTetTet
TetTetGGG
TetJTetGG
TetJJJG
GG--G
GG-GG
GG-GG
1>>2 basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetTetGGTet
TetJ-JJTet
TetTetGJTet
TetTetTetTetTet
TetTetTetTetTet
( 1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTetGGTet
TetTet-JJJ
TetTetGTetJ
TetTetTetTetTet
TetTetTetTetTet
( 1,-1)
TetTetTetTetTet
TetTetTetTetTet
TetTetGGTet
TetTetGTetTet
TetTet-JJJ
TetTetTetTetJ
TetTetTetTetTet
( 0, 2)
TetTetTetTetTet
TetJJJTet
TetTetG-JTet
TetTetGTetTet
TetTetGTetTet
TetTetTetTetTet
TetTetTetTetTet
( 1, 2)
TetTetTetTetTet
TetTetJJJ
TetTetGGJ
TetTetGTetTet
TetTetGTetTet
TetTetTetTetTet
TetTetTetTetTet
( 1,-1)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetJJTetTet
TetJGGG
TetJ--G
TetGG-G
( 1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetJJGG
TetJ--G
TetJG-G
2>>3 basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetTetJTetTet
TetG-JGTet
TetJJGTet
TetTetTetTetTet
TetTetTetTetTet
( 1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetJTet
TetGG-JTet
TetTetJ-JTet
TetTetTetTetTet
TetTetTetTetTet
( 1, 1)
TetTetTetTetTet
TetTetTetJTet
TetTetTetJTet
TetG-J-JTet
TetTetTetGTet
TetTetTetTetTet
TetTetTetTetTet
( 0,-2)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetGGGTet
TetTetJGTet
TetTetJTetTet
TetJJTetTet
( 1,-2)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetGGGTet
TetTetTet-JTet
TetTetTetJTet
TetTetJJTet
( 1,-2)
TetTetTetTetTet
TetTetTetTetTet
GTetGGG
GJJJG
GGGJG
GGG-G
GG--G
no kick
3>>0 basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetJGTetTet
TetJ-JJTet
TetGGTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 0)
TetTetTetTetTet
TetTetTetTetTet
JTetGTetTet
JJ-JTetTet
TetGGTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1,-1)
TetTetTetTetTet
TetTetTetTetTet
TetTetGTetTet
JTetGTetTet
J-J-JTetTet
TetTetTetTetTet
TetTetTetTetTet
( 0, 2)
TetJTetTetTet
TetJJJTet
TetTetGTetTet
TetTetGTetTet
TetGGTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 2)
JTetTetTetTet
JJJTetTet
TetTetGTetTet
TetTetGTetTet
TetGGTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1,-1)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
GGGJTet
G-GJTet
G-JJTet
(-1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
GGGTetTet
G-GJTet
G--JTet
GGJJTet


Kick Tests Useful Kicks
0>>1 basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetTetTTetTet
TetG-T-TTet
TetTetTTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTGTetTet
Tet-T-TGTet
TetTTetTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 1)
TetTetTetTetTet
TetTTetTetTet
TetT-TTetTet
Tet-TGGTet
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
not possible (-1,-2)
TetTetTetTetTet
TetTetTetTetTet
TetTetGTetTet
TetGGGTet
TetTTetTetTet
TetTTTetTet
TetTTetTetTet
(-1,-2)
TetTetTetTetTet
TetTetTetTetTet
GGTTetTet
GTTTTet
G-GGG
G--GG
G-GGG
(-1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
GGTetTetTet
G-TTetTet
GTTTTet
G-GGG
1>>2 basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetTetGTetTet
TetT-T-TTet
TetTet-TTetTet
TetTetTetTetTet
TetTetTetTetTet
( 1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTetGTetTet
TetTet-T-TT
TetTetGTTet
TetTetTetTetTet
TetTetTetTetTet
( 1,-1)
TetTetTetTetTet
TetTetTetTetTet
TetTetGTetTet
TetTetGGTet
TetTet-TTT
TetTetTetTTet
TetTetTetTetTet
( 0, 2)
TetTetTetTetTet
TetTTTTet
TetTet-TTetTet
TetTetGGTet
TetTetGTetTet
TetTetTetTetTet
TetTetTetTetTet
( 1, 2)
TetTetTetTetTet
TetTetTTT
TetTetGTTet
TetTetGGTet
TetTetGTetTet
TetTetTetTetTet
TetTetTetTetTet
basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
GGTTetTet
G-TTG
GGTGG
( 1,-1)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetTTetTetTet
GTTGG
GT--G
GG-GG
2>>3 basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetTetTTetTet
Tet-T-TGTet
TetTet-TTetTet
TetTetTetTetTet
TetTetTetTetTet
( 1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTTet
TetG-T-TTet
TetTetGTTet
TetTetTetTetTet
TetTetTetTetTet
not possible ( 0,-2)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetGGGTet
TetTet-TTetTet
TetTTTetTet
TetTetTTetTet
( 1,-2)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetGGGTet
TetTetGTTet
TetTetTTTet
TetTetTetTTet
( 1,-2)
TetTetTetTetTet
TetTetTetTetTet
TetTetGGG
TetTTTG
TetTetT-G
GG--G
GGG-G
( 0,-2)
TetTetTetTetTet
TetTetTetTetTet
TetTetGGG
TetTTTG
TetTetTGG
G--GG
GG-GG
3>>0 basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetTet-TTetTet
Tet-T-TTTet
TetTetGTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTGTetTet
T-T-TTetTet
TetTetGTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1,-1)
TetTetTetTetTet
TetTetTetTetTet
TetTetGTetTet
Tet-TGTetTet
TT-TTetTet
TetTetTetTetTet
TetTetTetTetTet
( 0, 2)
TetTetTTetTet
TetTTTTet
TetTetGTetTet
TetGGTetTet
TetTetGTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 2)
TetTTetTetTet
TTTTetTet
TetTetGTetTet
TetGGTetTet
TetTetGTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1,-1)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTTet
GGTTG
G--TG
(-1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
GG-TTet
G-TTG
GGGTG


Kick Tests Useful Kicks
0>>1 basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetTet-SGTet
TetG!SSTet
TetTetTetSTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetSGGTet
Tet-S-STetTet
TetTetSTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 1)
TetTetTetTetTet
TetSTetTetTet
TetS-SGTet
TetG-STetTet
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
(0,-2)
TetTetTetTetTet
TetTetTetTetTet
TetTetGGTet
TetGGTetTet
TetTetSTetTet
TetTetSSTet
TetTetTetSTet
(-1,-2)
TetTetTetTetTet
TetTetTetTetTet
TetTetGGTet
TetGGTetTet
TetSTetTetTet
TetSSTetTet
TetTetSTetTet
(-1,-2)
TetTetTetTetTet
TetTetTetTetTet
GGSSTet
GS+STetTet
G-GGG
G--GG
GG-GG
no kick
1>>2 basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetTetGTetTet
TetTet!S-STet
TetSSGTet
TetTetTetTetTet
TetTetTetTetTet
( 1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTetGTetTet
TetTetG-SS
TetTetS-STet
TetTetTetTetTet
TetTetTetTetTet
( 1,-1)
TetTetTetTetTet
TetTetTetTetTet
TetTetGTetTet
TetTetGGTet
TetTetTet-SS
TetTetSSTet
TetTetTetTetTet
( 0, 2)
TetTetTetTetTet
TetTetSSTet
TetS-STetTet
TetTetGGTet
TetTetTetGTet
TetTetTetTetTet
TetTetTetTetTet
( 1, 2)
TetTetTetTetTet
TetTetTetSS
TetTet-SSTet
TetTetGGTet
TetTetTetGTet
TetTetTetTetTet
TetTetTetTetTet
( 1,-1)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetSTetTetTet
Tet+SSTetTet
GGS-G
G--GG
( 1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetSTetGG
Tet+SS-G
G-SGG
2>>3 basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetSTetTetTet
TetS!SGTet
TetG-STetTet
TetTetTetTetTet
TetTetTetTetTet
( 1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTetSTetTet
TetTet-S-STet
TetGGSTet
TetTetTetTetTet
TetTetTetTetTet
( 1, 1)
TetTetTetTetTet
TetTetSTetTet
TetTetSSTet
TetTetG-STet
TetGGTetTet
TetTetTetTetTet
TetTetTetTetTet
( 0,-2)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetTetGGTet
Tet-SGTetTet
TetSSTetTet
TetTetSTetTet
( 1,-2)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetTetGGTet
TetG-STetTet
TetTetSSTet
TetTetTetSTet
( 0,-2)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetGG
GG+SSG
GSSGG
G--GG
GG-GG
no kick
3>>0 basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetGSSTet
Tet-S!STetTet
TetTetGTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 0)
TetTetTetTetTet
TetTetTetTetTet
Tet-SSTetTet
S-SGTetTet
TetTetGTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1,-1)
TetTetTetTetTet
TetTetTetTetTet
TetGTetTetTet
Tet-S-STetTet
SSGTetTet
TetTetTetTetTet
TetTetTetTetTet
( 0, 2)
TetTetSSTet
TetSSTetTet
TetGTetTetTet
TetGGTetTet
TetTetGTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 2)
TetSSTetTet
SSTetTetTet
TetGTetTetTet
TetGGTetTet
TetTetGTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
GGS-G
G-S+SG
GGGSG
no kick


Kick Tests Useful Kicks
0>>1 basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetGGZTet
TetTet!Z-ZTet
TetTetZTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetG-ZTetTet
TetZ-ZGTet
TetZTetTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 1)
TetTetTetTetTet
TetTetZTetTet
Tet-Z-ZTetTet
TetZGGTet
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
( 0,-2)
TetTetTetTetTet
TetTetTetTetTet
TetGGTetTet
TetTetGGTet
TetTetTetZTet
TetTetZZTet
TetTetZTetTet
(-1,-2)
TetTetTetTetTet
TetTetTetTetTet
TetGGTetTet
TetTetGGTet
TetTetZTetTet
TetZZTetTet
TetZTetTetTet
( 0,-2)
TetTetTetTetTet
TetTetTetTetTet
TetZZTetTet
TetG+ZZTet
GGG-G
GG--G
GG-GG
basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetTetTetGG
TetZZ-G
TetTet+ZZG
GG-GG
1>>2 basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetTetTetGTet
TetZ!ZGTet
TetTet-ZZTet
TetTetTetTetTet
TetTetTetTetTet
( 1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetGTet
TetTet-Z-ZTet
TetTetGZZ
TetTetTetTetTet
TetTetTetTetTet
( 1,-1)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetGTet
TetTetGGTet
TetTet-ZZTet
TetTetTetZZ
TetTetTetTetTet
( 0, 2)
TetTetTetTetTet
TetZZTetTet
TetTetZ-ZTet
TetTetGGTet
TetTetGTetTet
TetTetTetTetTet
TetTetTetTetTet
( 1, 2)
TetTetTetTetTet
TetTetZZTet
TetTetTet-ZZ
TetTetGGTet
TetTetGTetTet
TetTetTetTetTet
TetTetTetTetTet
( 1,-1)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetTetZTetTet
G+ZZTetTet
GZ-GG
GG--G
( 1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetTetZTetTet
G+ZZGG
GZ--G
2>>3 basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetTetZTetTet
Tet-Z!ZTetTet
TetZGGTet
TetTetTetTetTet
TetTetTetTetTet
( 1, 0)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetZTet
TetG-ZZTet
TetTet-ZGTet
TetTetTetTetTet
TetTetTetTetTet
( 1, 1)
TetTetTetTetTet
TetTetTetZTet
TetTetZZTet
TetG-ZTetTet
TetTetGGTet
TetTetTetTetTet
TetTetTetTetTet
( 0,-2)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetGGTetTet
TetTet-ZGTet
TetZZTetTet
TetZTetTetTet
( 1,-2)
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetGGTetTet
TetTetG-ZTet
TetTetZZTet
TetTetZTetTet
( 1,-2)
TetTetTetTetTet
TetTetTetTetTet
GTetTetGTet
GZ+ZGG
GGZZG
GG--G
GG-GG
no kick
3>>0 basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetZ-ZTetTet
TetG!ZZTet
TetGTetTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 0)
TetTetTetTetTet
TetTetTetTetTet
ZZGTetTet
Tet-Z-ZTetTet
TetGTetTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1,-1)
TetTetTetTetTet
TetTetTetTetTet
TetTetGTetTet
Z-ZGTetTet
Tet-ZZTetTet
TetTetTetTetTet
TetTetTetTetTet
( 0, 2)
TetZZTetTet
TetTetZZTet
TetTetGTetTet
TetGGTetTet
TetGTetTetTet
TetTetTetTetTet
TetTetTetTetTet
(-1, 2)
ZZTetTetTet
TetZZTetTet
TetTetGTetTet
TetGGTetTet
TetGTetTetTet
TetTetTetTetTet
TetTetTetTetTet
basic rotation
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
TetTetTetTetTet
G-ZGG
GZ+Z-G
GZGGG
no kick


Kick Tests Useful Kicks
0>>1 basic rotation

Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8

(-2, 0)

Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8

( 1, 0)

Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8

(-2,-1)

Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8

( 1, 2)

Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8

(-2,-1)

Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8

1>>2 basic rotation

Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8

(-1, 0)

Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8

( 2, 0)

Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8

(-1, 2)

Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8

( 2,-1)

Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8

( 2,-1)

Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8

2>>3 basic rotation

Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8 Template:Mrow8

( 2, 0)

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(-1, 0)

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( 2, 1)

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(-1,-2)

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(-1,-2)

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3>>0 basic rotation

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( 1, 0)

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(-2, 0)

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( 1,-2)

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(-2, 1)

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( 1,-2)

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Kick Tests Useful Kicks
0>>3 basic rotation

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(-1, 0)

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( 2, 0)

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(-1, 2)

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( 2,-1)

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no kick
3>>2 basic rotation

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(-2, 0)

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( 1, 0)

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(-2,-1)

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( 1, 2)

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(-2,-1)

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2>>1 basic rotation

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( 1, 0)

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(-2, 0)

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( 1,-2)

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(-2, 1)

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( 1,-2)

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1>>0 basic rotation

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( 2, 0)

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(-1, 0)

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( 2, 1)

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(-1,-2)

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(-1,-2)

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Criticism[]

The Super Rotation System, and with it associated Move Reset Lock delay, is criticized by a large amount of players. SRS is suitable for multiplayer but causes problems in modes with significant gravity effect such as Marathon. In the following we will list advantages (1 point each) and disadvantages (-1 point each) of using SRS, and give points for each one.

Pro[]

  • Pieces rotate very smoothly under no gravity. The piece rotates to the position where an unexperienced player would expect it. (+1)
LLTet
Tet+LTet
TetLTet
SRS:
Smooth rotation
under 0 gravity
LLTet
TetLTet
TetLTet
TGM:
Weird "Up"
rotation state
TetLL
Tet+WL
TetTetL
MTC, TETRIS MAX:
Center of rotation
lies outside piece
LLTet
TetLTet
TetLTet
Atari:
Piece aligned to
top-left corner
TetTetL
L+LL
TetTetTet
TetTetTet
TetTetL
LLL
TetTetTet
Tet+WL
LLL
TetTetL
LLL
TetTetTet
TetLTet
Tet+LTet
TetLL
TetLTet
TetLTet
TetLL
LTetTet
L+WTet
LLTet
LTetTet
LTetTet
LLTet
  • SRS uses kicks that may move a piece to an otherwise unreachable location. (+1)
TetJJTetTet
GJGGG
GJ--G
TetTTetTetTet
GTTGG
GT--G
TetTetTetTetTet
GJGGG
GJJJG
TetTetTetTetTet
GTetTGG
GTTTG
    • More of these can be done in Tetris Best, like the wrong t-spin triple.
Tettggg
tttTetg
gggTetg
ggTetTetg
gggTetg
TetTetggg
TetTetTetTetg
gggtg
ggttg
gggtg
  • Move Reset and kicks allow quite interesting multiplayer rules and T-spin setups. Players often have to make gaps narrower such that certain filled cells serve as leverage point and the piece is kicked in downward direction. (+1)
-TetTetTet
---ZG
-TetTetG
GGTetG
GTetTetG
GGTetG
GGTetG
GTetTetG
GTetTetG
-TetTetTet
---ZG
-TetTetG
GGTetG
GTetTetG
GGTetG
GGTetG
GTetTetG
GGTetG
TetTetTetTet
-TetTetTet
---ZG
-TetTetG
GGTetG
GTetTetG
GTetTetG
GTetTetTet
GGTetG
Red cell marks
leverage point.
TetTetTetTet
-TetTetTet
---ZG
-TetTetG
GGTetG
GTetTetG
GTetTetTet
GGTetG
GGTetG
TetTetTetTet
TetTetTetTet
-TetTetTet
---ZG
-TetTetG
GGTetG
GTetTetG
GGTetG
GTetGG
TetTetTetTet
TetTetTetTet
TetTetTetTet
-TetTetTet
---ZG
-TetTetG
GGTetG
GTetTetTet
GGTetG
  • The four rotation states of S, Z and I pieces allow to utilize Finesse and make some moves possible that don't require kicks. (+1)
GGTetTetTet
G-SSTet
GS+SGTet
GG-GG
Possible in SRS.
Not possible in TGM.
TetTetTetTetTet
TetTetSSTet
TetS+STetTet
TetTetTetTetTet
Rotate counterclockw.
when moving towards left.
TetTetTetTetTet
TetTetSSTet
TetS+STetTet
TetTetTetTetTet
Rotate clockwise
when moving towards right.
GGTetTetTet
GSTetTetTet
GS+SGTet
GGSGG
TetTetTetTetTet
TetSTetTetTet
TetS+STetTet
TetTetSTetTet
TetTetTetTetTet
TetTetSTetTet
TetTet+SSTet
TetTetTetSTet
  • Most spins can be reversed. That means for most kicks, there exists a kick in the other direction. (+1)
TetTetTetTetG
TetTetTetTetG
GGTTetG
GTTTG
TetTetTetTetG
TetTetTetTG
GGTTG
GTetTetTG
last second decision:
  e.g. for 4-wide

Contra[]

  • SRS uses Up spawning direction (pieces spawn flatside down). If a non-rotated piece hits a perfectly even ground, it can't be rotated anymore without an upward kick being used. Note that this problem wouldn't exist, if the pieces spawned in Down direction or if the Up rotation state would be moved 1 row downwards (like in TGM). This was fixed in Tetris Best when set on ARS. (-1)
TetTetTetTetTet
TetTetSSTet
TetS+STetTet
GGGGG
TetTetTetTetTet
TetTetTetLTet
TetL+LLTet
GGGGG
TetTetTetTetTet
TetTetTTetTet
TetT+TTTet
GGGGG
TetTetTetTetTet
TetTetSTetTet
TetTet+SSTet
GGG-SG
TetTetTetTetTet
TetTetLTetTet
TetTet+LTetTet
GG-L-LG
TetTetTetTetTet
TetTetTTetTet
TetTet+TTTet
GG-TGG
  • Upward kicks will most likely kick the piece also towards the left or the right. That means the piece ends up in an unfamiliar column. This is extremely confusing for S and Z pieces, where clockwise rotation with kick will behave like counterclockwise rotation without kick and vice versa. (-1)
TetTetTetTetTet
TetTetSSTet
TetS+STetTet
TetTetTetTetTet
TetTetTetTetTet
TetTetSTetTet
TetTet+SSTet
TetTetTetSTet
Clockwise rotation before
S piece hits the ground.
TetTetTetTetTet
TetTetSSTet
TetS+STetTet
TetTetTetTetTet
TetTetTetTetTet
TetSTetTetTet
TetS+STetTet
TetTetSTetTet
Countercw. rotation before
S piece hits the ground.
TetTetTetTetTet
TetTetTetTetTet
TetTetSSTet
TetS+STetTet
TetTetTetTetTet
TetSTetTetTet
Tet+SSTetTet
TetTetSTetTet
Clockwise rotation after
S piece hits hits the ground.
TetTetTetTetTet
TetTetTetTetTet
TetTetSSTet
TetS+STetTet
TetTetTetTetTet
TetTetSTetTet
TetTetS+STet
TetTetTetSTet
Countercw. rotation after
S piece hits hits the ground.
  • Move Reset and upward kicks makes survival pretty easy under high gravity. As a result, most gravity-related modes will end up in 20G gravity, that means the piece will always touch the ground (stack) resulting in the occurence of the two aforementioned problems. Even under this hardened condition, survival is easy for advanced players - unless the lock delay is reduced to a ridiculous small amount in which case the player must mash buttons (in contrast to hold buttons as usual) to prevent the piece from locking. (-1)
  • When playing under low gravity, upward kicks can be used to prevent a piece from locking ("stalling") for a long time. This is bad in multiplayer (trolls preventing a game from finishing or players abusing it when hurry up garbage arrives). (-1)
TetTetTetTetG
TetTetTTetG
TetGTTG
TetGTTetG
TetTetTetTetG
TetTetLTetG
TetGLTetG
TetGLLG
TetTetTetTetG
TetTetJJG
TetGJTetG
TetGJTetG
TetTetTetTetG
TetTetSTetG
TetG+SSG
TetGTetSG
TetTetTetTetG
TetTetTetZG
TetG+ZZG
TetGZTetG
TetTetTetIG
TetTetW1I2G
TetGW3I4G
TetGTetIG
TetTTTG
TetTetTTetG
TetGTetTetG
TetGTetTetG
TetLLLG
TetLTetTetG
TetGTetTetG
TetGTetTetG
TetJJJG
TetTetTetJG
TetGTetTetG
TetGTetTetG
TetTet+SSG
TetSSTetG
TetGTetTetG
TetGTetTetG
TetZ+ZTetG
TetTetZZG
TetGTetTetG
TetGTetTetG
II3I4IG
TetTetTetTetG
TetGTetTetG
TetGTetTetG
  • The kick system is often counterintuitive because half of the kicks are shifting the center of the piece by two rows or columns.
TetZZTetTet
TetG+ZZTet
GGG-G
GG--G
GG-GG
Triple clears with S, Z or T ?
Center is kicked 2 rows down.
TetTetTGG
TetTTTG
GGG-G
GG--G
GGG-G
  • However, under this circumstance, Z simply can't rotate clockwise (and S mirrored). This may cause misdrops in 20G gameplay, such as using "World" rule in TGM3. (-1)
TetZZTetTet
TetG+ZZTet
GGGGG
  • Certain intuitive kicks are not checked. For example, a kick down is never checked. Therefore, here are some kicks that are not possible in SRS. (-1)
TetTetTetTetTet
TetTetTTetTet
GGTTTet
G-T-G
Possible
in TNT.
TetTetTetTetTet
TetTetLTetTet
GGL-Tet
G-LLG
Possible
in TNT.
GGTetLTet
GLLLTet
GG-GG
GG-GG
Possible
in C2.
TetTetTetTetTet
GGZZTet
G--+ZZ
G-GGG
Possible
in C2.
TetTetTetTetTet
TetJJJTet
GGGJG
GG--G
Possible
in TDX
TetTetTetTetTet
TetTetTetTetTet
GGTTetTet
GTTTG
TetTetTetTetTet
TetTetTetTetTet
GGTetLTet
GLLLG
GGTetTetTet
GLLTetTet
GGLGG
GGLGG
GGZTetTet
GZ+ZTetTet
GZGGG
TetTetTetTetTet
TetTetTetJTet
GGGJG
GGJJG
    • All these are possible in Tetris Best.
  • The rotation direction matters for some common S and Z kicks. Rotating clockwise twice is the key to success in some cases whereas rotating counterclockwise twice is the key to success in other cases. (-1)
TetTetTetTetTet
TetSTetTetTet
Tet+SSTetTet
GGS-G
G--GG
Kick only works when
rotating clockwise twice.
TetTetTetTetTet
TetTetSTetTet
TetGS+SG
GG-SG
G--GG
Kick only works when
rotating countercw. twice.
  • The kick system for the I piece is not symmetric (except in Arika and Tetris Best). That means, sometimes the I piece can be kicked in a certain place while this is not possible in the mirrored playfield. (-1)

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Kick is possible by
rotating countercw twice.

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Mirrored field.
Kick is not possible.
  • The center of the I piece is located one row below the center of the O piece. With a very high stack, it is often troublesome to drop the I piece vertically next to the right wall. In this case, the I piece has the tendency to kick in the wrong direction, and players have to rotate 3 times to reach the desired place. (-1)
TetTetTetTetTet
TetTetTetTetTet
TetII1I2I
TetTetG3G4Tet
GTetGGTet
GGGGTet
TetTetTetTetTet
TetTetTetTetTet
TetII1I2I
TetTetG3G4Tet
GTetGGTet
GGGGTet
Piece kicked left
  when rotated
from Up direction.
TetTetTetTetTet
TetTetW1W2Tet
TetII3I4I
TetTetGGTet
GTetGGTet
GGGGTet
TetTetTetTetTet
TetTetW1W2Tet
TetII3I4I
TetTetGGTet
GTetGGTet
GGGGTet
Piece kicked right
  when rotated
from Down direction.
TetTetTetTetTet
TetITetTetTet
W1I2TetTetTet
W3I4GGTet
GIGGTet
GGGGTet
TetTetTetTetTet
TetITetTetTet
TetI1W2TetTet
TetI3G4GTet
GIGGTet
GGGGTet
TetTetTetTetI
TetTetTetW1I2
TetTetTetW3I4
TetTetGGI
GTetGGTet
GGGGTet
TetTetTetTetI
TetTetTetTetI1
TetTetTetTetI3
TetTetGGI
GTetGGTet
GGGGTet

Final score: -3

Note: This was rated by the creator of Tetris Best 2 (aka MathBoy112358). Therefore opinions may vary.

SRS vs [[SRS]][]

Piotr Grochowski has noted that [[SRS]] (linked) refers to Super Rotation System, while SRS (unlinked) refers to any other "SRS" acronym.


Tetris at tetris.com's superkicks[]

For Tetris at tetris.com, any wallkick can be activated at any time. Also, the O tetrimino seems to rotate 180 degrees if you move your mouse.

180 degree kicks are also used, and they seem to kick three rows to the left. Also, true floorkicks (1 row up) are possible, as well as other crazy floorkicks. This is exploitable by moving your mouse strategically.


20G[]

20G is a special case. In 20G rotation, if rotating one direction, as long as there are not floorkicks, the piece is aligned to the bottom, but standard wallkick rules apply for floorkicks.

However, if you press the left or right button and a rotation button at the same time, if the movement is processed first, it will behave as though there was not 20G. If gravity is processed first, it will drop as usual.


External links[]


See also[]

  • Tetris Best rotation system, with all the kicks up to 2 spaces
  • Tetris Perfect rotation system, condemned successor of above with 3-kicks, and 16 buttons
  • Tetris Return rotation system, with a different order of those 3-kicks to avoid piece slipping off. This really is SRS with extras, although Tetris at tetris.com might have extras as well.
  • Wrong T-spin triples are possible in these. It's displaced T-spin triple. Displacing final position 1 space below is Tetris Perfect/Tetris Return only, but doesn't need overhang.
  • Also, crazy spins are possible. It's when you rotate tetriminoes 180° below a line and then rotate it to vertical to clear a line with at least its top mino.
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