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A wall kick happens when a player rotates 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 games 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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TetTetTetTetTetTetTetGTetGTetGTet
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TetGTetGTetGTetGTetGTetGTetGTetGTetGTet

Here T can rotate

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Here T cannot rotate without a wall kick

The simplest wall kick algorithm, used (with variations) by TGM rotation and several fan games 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 twists.

Other notable rotation systems that include wall kick and/or floor kick include the following:

  • 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 Super Rotation System used by games that follow the Tetris Guideline
    • Tetris Best rotation system, a similar rotation system that allows more kicks, but does not allow some SRS twists
    • Tetris Return rotation system, similar to SRS and Tetris Best rotation, but has 3-kicks and is SRS-compatible.
  • 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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