Tetris The GrandMaster Series

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 * 1998 Tetris The Grand Master
 * 2000 Tetris The Absolute The Grand Master 2
 * 2000 Tetris The Absolute The Grand Master 2 PLUS
 * 2005 Tetris The Grand Master 3 Terror-Instinct
 * 2005 Tetris The Grand Master Ace

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]]
The TGM series use several rotation system but the primary is the Arika Rotation System (ARS). TGM1 and TGM2 shares same ARS system. TGM3 have two distinct system named Classic (extended ARS) and World (SRS). TGM ACE propose three systems SRS, ARS1 and ARS2.

The ARS inherits its tetramino colors and rotation rules from Sega's 1988 arcade version of Tetris, and expands it by including compensations (wall-kicks), allowing pieces to rotate in tight spots. See TGM Rotation for further explanation.

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

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.