Rulesets ======== A **ruleset** is a set of rules that apply to any game mode. A ruleset consists of the following things: * A *rotation system*, which defines how pieces move and rotate. * A *lock delay reset system*, which defines how pieces lock when they can no longer move or rotate. If you're used to Nullpomino, you may notice a few things missing from that definition. For example, piece previews, hold queues, and randomizers have been moved to being game-specific rules, rather than rules that are changeable with the ruleset you use. Soft and hard drop behaviour is also game-specific now, so that times can be more plausibly compared across rulesets. Rotation system --------------- A rotation system defines the following things: * The block offsets of each piece orientation. * The wall or floor kicks that will be attempted for each type of rotation. There are three main classes/families of rotation systems: * **ARIKA**, commonly known as ARS. * **ARIKA-CLASSIC**, commonly known as Classic ARS. * **ARIKA-TI**, commonly known as Ti-ARS, or "ARS with floorkicks". * **STANDARD**, commonly known as SRS. * **STANDARD**, or normal SRS. * **STANDARD-EXP**, known as SRS-X in its original Heboris incarnation. * **STANDARD-WORLD**, known as World Rule in TGM3. * **CLASSIC**, commonly known as ORS or NRS (Nintendo). Also houses some traditional rotation systems. * **CLASSIC-1989**, the no-wallkick system used by NES Tetris. * **CLASSIC-1984**, the Electonika-60 system, where the I piece is one space higher than in CLASSIC-1989. * **CLASSIC-SEGA**, the original Sega rotation system that spawned Arika. * **CLASSIC-TENGEN**, the weird one with orientation problems.