Tetris The GrandMaster Series: Difference between revisions

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== Games ==
*1998 [[Tetris The Grand Master]]
*2000 [[Tetris The Absolute The Grand Master 2]] or T.A.
*2000 [[Tetris The Absolute The Grand Master 2 PLUS]] or TAP
*2005 [[Tetris The Grand Master 3 Terror-Instinct]] or Ti
*2005 [[Tetris The Grand Master Ace]]
*[[Tetris The Grand Master 4 The Masters of Round]] (unreleased)¹
==TGM pages needs ==
==TGM pages needs ==
Compile data and order them in a logical menu
Compile data and order them in a logical menu. Please be comprehensive of the article writing progress and follow this convention:<br>
* <tt>25%  </tt>[[File:25%.png]]: empty or simple draft.
* <tt>50%  </tt>[[File:50%.png]]: outline summary.
* <tt>75%  </tt>[[File:75%.png]]: good summary.
* <tt>100% </tt>[[File:100%.png]]: consistent and serious summary (always perfectible).<br><br>


=== Terms/Legend ===
=== Terms/Legend [[File: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 [[TGM legend]] page.<br>
----
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 [[TGM legend|specific definition page]].


=== Game mode Achievment ===
=== Game mode Achievement [[File:25%.png]]===
----
empty for now.


=== Rotation system ===
=== Rotation system [[File:25%.png]]===
ok you certainly know the basics, but certainly it's not sufficient if you want to become a Gm Class player.
----
The TGM series use several rotation system but the primary is the [[TGM legend#ARS|Arika Rotation System (ARS)]]. TGM1 and TGM2 shares same ARS system. TGM3 have two distinct system named Classic (extended ARS) and [[TGM legend#SRS|World (SRS)]]. TGM ACE propose three systems SRS, ARS1 and ARS2.


I'm a Japanese TGM player. Although I'm not a Gm Class player, I write some articles.
The ARS inherits its tetrimino 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.
So there are not certainly. And I hope that you could understand my poor English...
See [[TGM Rotation]] for further explanation.


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".


Attention: ''Block'' means tetromino.


Re above section: This is one part where the usage of the word is different between Japanese and English. In Japanese, the word "block" can refer to a tetromino piece or a single grid cell; However, in English, the word "block" is used to refer to a grid cell while the word "piece" is used to refer to a tetromino piece. As this document is in English, the writer of this section proposes that we follow the English usage in this wiki.
==== Basic block control flow [[File:25%.png]]====
 
==== Basic block control flow ====
# Check the Initial Rotation
# Check the Initial Rotation
# A new block appears
# A new block appears
Line 31: Line 41:
## Check to lock a block
## Check to lock a block


==== Rotation Rules and Piece Colors====
Please see 'course on TGM' for details. http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm (Japanese, but includes animation GIFs.)
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.
{| border="1" cellspacing="0" cellpadding="5" align="center"
! I
! O
! T
! S
! Z
! J
! L
|-
| Red
| Yellow
| Cyan
| Purple
| Green
| Blue
| Orange
|}


{| align="right" style="padding-right:20px;"
|{{pos|=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | |z| |=
| | | | | | | | |z| |=
| | | | | | | | |z| |=
| | | | | | | | |z| |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| |s| | | |t| | | | |=
|s|s|l|l|l|t|t| | | |=
|s|i|l|o|o|j|t| | | |=
|i|i|i|o|o|j|j|j| | |=
}}
|}


Please see 'course on TGM' for details. http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm (Japanese, but includes animation GIFs.)
==== Parameters [[File:25%.png]]====
 
----
==== Parameters ====
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.
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.
{| border="1" cellspacing="0" cellpadding="5" align="center"
{| border="1" cellspacing="0" cellpadding="5" align="center"
! Name
! Name
Line 90: Line 55:
|-  
|-  
! Delayed Auto Shift Delay (横溜め時間 - yokotame jikan)
! Delayed Auto Shift Delay (横溜め時間 - yokotame jikan)
| The frames to delayed auto shift. If I keep to press the left or right while the specification frames, horizonal movement is faster to 1 row per frame.
| The frames to delayed auto shift. When holding left or right during the specified frames, horizontal movement is faster. It will move 1 row per frame.
|-  
|-  
! Lock Delay (接着時間/固定時間 - setchaku jikan or kotei jikan)
! Lock Delay (接着時間/固定時間 - setchaku jikan or kotei jikan)
| The number of frames until a piece locks down and is no longer movable. If the altitude of the piece changes, the lock delay countdown will be reset.
| The number of frames until a piece locks down and it can't be moved or rotated. If the altitude of the piece changes, the lock delay countdown will be reset.
|-  
|-  
! Line Clear Delay (消去時間 - shoukyo jikan)
! Line Clear Delay (消去時間 - shoukyo jikan)
Line 99: Line 64:
|}
|}


=== Time Attack ===
=== Time Attack [[File:25%.png]]===
stuff that you MUST learn.
----
=== 20G build ===
TGM is primarily a time-attack version of Tetris.Speed has such a big impact that the same string of inputs could net you a 9 or GM depending on how fast you input them
see : <br>
 
=== Speed [[File:50%.png]]===
----
In TGM, speed is determined by level and measured in a unit called G (rows a block falls per frame).
The speeds are as follows,
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Internal Gravity'''
!bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)||bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)
|-align = center
|bgcolor="#C4E8E8"|0||4||bgcolor="#C4E8E8"|220||32
|-align = center
|bgcolor="#C4E8E8"|30||6||bgcolor="#C4E8E8"|230||64
|-align = center
|bgcolor="#C4E8E8"|35||8||bgcolor="#C4E8E8"|233||96
|-align = center
|bgcolor="#C4E8E8"|40||10||bgcolor="#C4E8E8"|236||128
|-align = center
|bgcolor="#C4E8E8"|50||12||bgcolor="#C4E8E8"|239||160
|-align = center
|bgcolor="#C4E8E8"|60||16||bgcolor="#C4E8E8"|243||192
|-align = center
|bgcolor="#C4E8E8"|70||32||bgcolor="#C4E8E8"|247||224
|-align = center
|bgcolor="#C4E8E8"|80||48||bgcolor="#C4E8E8"|251||256 (1G)
|-align = center
|bgcolor="#C4E8E8"|90||64||bgcolor="#C4E8E8"|300||512 (2G)
|-align = center
|bgcolor="#C4E8E8"|100||80||bgcolor="#C4E8E8"|330||768 (3G)
|-align = center
|bgcolor="#C4E8E8"|120||96||bgcolor="#C4E8E8"|360||1024 (4G)
|-align = center
|bgcolor="#C4E8E8"|140||112||bgcolor="#C4E8E8"|400||1280 (5G)
|-align = center
|bgcolor="#C4E8E8"|160||128||bgcolor="#C4E8E8"|420||1024 (4G)
|-align = center
|bgcolor="#C4E8E8"|170||144||bgcolor="#C4E8E8"|450||768 (3G)
|-align = center
|bgcolor="#C4E8E8"|200||4||bgcolor="#C4E8E8"|500||5120 (20G)
|}
 
During 20G, blocks fall to the bottom of the playfield instantly
 
,or see : <br>
* http://www13.plala.or.jp/TETRiS_TGM/kouza/5.htm<br>
* http://www13.plala.or.jp/TETRiS_TGM/kouza/5.htm<br>
* http://www13.plala.or.jp/TETRiS_TGM/kouza/6.htm<br>
* http://www13.plala.or.jp/TETRiS_TGM/kouza/6.htm<br>
* http://www13.plala.or.jp/TETRiS_TGM/kouza/7.htm<br>
* http://www13.plala.or.jp/TETRiS_TGM/kouza/7.htm<br>


=== blinded challenge ===
=== Credit Rolls [[File:50%.png]]===
see : <br>
----
Credit rolls are challenges given at the end of different modes while the credits roll.
 
#TGM1
##Master - 20G gravity
#TGM2+
##Normal - 20G gravity
##Master
###Bad Performance - Fading Roll (pieces go invisible 5 seconds after locking)
###Good Performance - M-Roll (instant invisibility upon locking)
##Death - 20G Gravity
##Doubles - 20G Gravity
#TGM3
##Easy - 20G Gravity
##Master
###Bad Performance - Fading Roll
###Good Performance - M-Roll
##Shirase - Big + 20G
 
* http://www13.plala.or.jp/TETRiS_TGM/kouza/16.htm (bottom page)<br>
* http://www13.plala.or.jp/TETRiS_TGM/kouza/16.htm (bottom page)<br>


=== Wall Kick Analysis ===
=== Wall Kick Analysis [[File:25%.png]]===
see :<br>
----
Empty for now, see :<br>
* http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm <br>
* http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm <br>
* http://www13.plala.or.jp/TETRiS_TGM/kouza/8.htm <br>
* http://www13.plala.or.jp/TETRiS_TGM/kouza/8.htm <br>


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


Line 133: Line 161:
And more advanced technics descripted in http://www13.plala.or.jp/TETRiS_TGM/kouza/12.htm
And more advanced technics descripted in http://www13.plala.or.jp/TETRiS_TGM/kouza/12.htm


=== miscanellous Tips ===
 
=== miscanellous Tips [[File:25%.png]]===
----
* 4 directionnal Arcade Stick limitation need
* 4 directionnal Arcade Stick limitation need


== Temp Idea data ==
== Temp Idea data ==


*Japanese/French support
*Japanese/French pages support.
 
¹Will likely turn out to be vaporware, as the same issue existed for [[TGM4]]'s 2nd test under the name ''TGM2015'', so it will be unreleased for as long as [[TTC]] owns the rights to [[Tetris (general)|Tetris]].<!--Henk Rogers bought the rights to Tetris in 1996 (when he started TTC), add 95 years and you get 2092 expiration. And because they are still alive at this point, the game would still be copyrighted in 2092 anyway.-->
 
{{stub}}
[[Category:Games]]
[[Category:General information]]

Latest revision as of 19:53, 23 August 2024

Games

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% 25%.png: empty or simple draft.
  • 50% 50%.png: outline summary.
  • 75% 75%.png: good summary.
  • 100% 100%.png: consistent and serious summary (always perfectible).

Terms/Legend 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 Achievement 25%.png


empty for now.

Rotation system 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 tetrimino 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 25%.png

  1. Check the Initial Rotation
  2. A new block appears
  3. loop until a block locked.
    1. Check a block actions. (Actions effect following the below sequence in a frame.)
      1. Rotation
      2. Horizonal Move
      3. Vertical Drop
    2. 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 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.

Name Description
Appearance Delay (出現時間 - shutsugen jikan, ARE) The frames between a last block locked to a new block appears. Is this called for 'ARE'? while this time, players can input actions for shift / IRS.
Delayed Auto Shift Delay (横溜め時間 - yokotame jikan) The frames to delayed auto shift. When holding left or right during the specified frames, horizontal movement is faster. It will move 1 row per frame.
Lock Delay (接着時間/固定時間 - setchaku jikan or kotei jikan) The number of frames until a piece locks down and it can't be moved or rotated. If the altitude of the piece changes, the lock delay countdown will be reset.
Line Clear Delay (消去時間 - shoukyo jikan) The animation frames of line-clearing animations. during this time, the game accepts input for DAS / IRS / IHS.

Time Attack 25%.png


TGM is primarily a time-attack version of Tetris.Speed has such a big impact that the same string of inputs could net you a 9 or GM depending on how fast you input them

Speed 50%.png


In TGM, speed is determined by level and measured in a unit called G (rows a block falls per frame). The speeds are as follows,

Internal Gravity
Level Internal Gravity
(1/256 G)
Level Internal Gravity
(1/256 G)
0 4 220 32
30 6 230 64
35 8 233 96
40 10 236 128
50 12 239 160
60 16 243 192
70 32 247 224
80 48 251 256 (1G)
90 64 300 512 (2G)
100 80 330 768 (3G)
120 96 360 1024 (4G)
140 112 400 1280 (5G)
160 128 420 1024 (4G)
170 144 450 768 (3G)
200 4 500 5120 (20G)

During 20G, blocks fall to the bottom of the playfield instantly

,or see :

Credit Rolls 50%.png


Credit rolls are challenges given at the end of different modes while the credits roll.

  1. TGM1
    1. Master - 20G gravity
  2. TGM2+
    1. Normal - 20G gravity
    2. Master
      1. Bad Performance - Fading Roll (pieces go invisible 5 seconds after locking)
      2. Good Performance - M-Roll (instant invisibility upon locking)
    3. Death - 20G Gravity
    4. Doubles - 20G Gravity
  3. TGM3
    1. Easy - 20G Gravity
    2. Master
      1. Bad Performance - Fading Roll
      2. Good Performance - M-Roll
    3. Shirase - Big + 20G

Wall Kick Analysis 25%.png


Empty for now, see :


Synchro Analysis 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 25%.png


  • 4 directionnal Arcade Stick limitation need


Temp Idea data

  • Japanese/French pages support.

¹Will likely turn out to be vaporware, as the same issue existed for TGM4's 2nd test under the name TGM2015, so it will be unreleased for as long as TTC owns the rights to Tetris.

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