Tetris The GrandMaster Series

TGM pages needs
Compile data and order them in a logical menu. Please be comprehensive of the article writing progress and follow this convention :
 * 25% [[Image:25%.png]] : empty or simple draft.
 * 50% [[Image:50%.png]]: outline summary.
 * 75% [[Image:75%.png]]: good summary.
 * 100% [[Image:100%.png]]: consistent and serious summary (always perfectible).

Terms/Legend [[Image:50%.png]]
There is a lot of appelation standard on Tetris Games and TGM have interesting specification. To avoid confusion we list the basics in the a specific definition page.

Game mode Achievment [[Image:25%.png]]
empty for now.

Rotation system [[Image:25%.png]]
I'm a Japanese TGM player. Although I'm not a Gm Class player, I write some articles. So there are not certainly. And I hope that you could understand my poor English...

TGM rotation system is based on Tetris (Sega). So there are many differences from the "World Rule" of The Tetris Company. I write about "Tetris the Grand Master". It is an origin of "Tetris The Grand Master Series".

Basic block control flow [[Image:25%.png]]

 * 1) Check the Initial Rotation
 * 2) A new block appears
 * 3) loop until a block locked.
 * 4) Check a block actions. (Actions effect following the below sequence in a frame.)
 * 5) Rotation
 * 6) Horizonal Move
 * 7) Vertical Drop
 * 8) Check to lock a block

Rotation Rules and Piece Colors [[Image:25%.png]]
TGM inherits its piece colors and rotation rules from Sega's 1988 arcade version of Tetris. It expands upon Sega's rotation rules by including compensations, allowing pieces to rotate in tight spots.

Please see 'course on TGM' for details. http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm (Japanese, but includes animation GIFs.)

Parameters [[Image:25%.png]]
Aside from fall speed, the speed of gameplay in TGM is basically determined by the following 4 parameters. The names given here are unofficial, as no official names are known.

Time Attack [[Image:25%.png]]
empty.

20G build [[Image:25%.png]]
20G is when it takes one frame for the block to hit the bottom of the play field.

,or see :
 * http://www13.plala.or.jp/TETRiS_TGM/kouza/5.htm
 * http://www13.plala.or.jp/TETRiS_TGM/kouza/6.htm
 * http://www13.plala.or.jp/TETRiS_TGM/kouza/7.htm

blinded challenge [[Image:25%.png]]
Empty for now,see :
 * http://www13.plala.or.jp/TETRiS_TGM/kouza/16.htm (bottom page)

Wall Kick Analysis [[Image:25%.png]]
Empty for now, see :
 * http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm
 * http://www13.plala.or.jp/TETRiS_TGM/kouza/8.htm

Synchro Analysis [[Image:25%.png]]
see middle of http://www13.plala.or.jp/TETRiS_TGM/kouza/7.htm

In a frame, actions effect in order 'Rotation -> Move -> Drop'.

If player rotate without DAS to left
 * 1) Rotate Block
 * 2) No Move
 * 3) Drop Block

If player rotate with DAS to left
 * 1) Rotate Block
 * 2) Move Left Block
 * 3) Drop Block

And more advanced technics descripted in http://www13.plala.or.jp/TETRiS_TGM/kouza/12.htm

miscanellous Tips [[Image:25%.png]]

 * 4 directionnal Arcade Stick limitation need

Temp Idea data

 * Japanese/French pages support.