TGM legend: Difference between revisions

From Hard Drop Tetris Wiki

Jump to: navigation, search
No edit summary
mNo edit summary
 
(114 intermediate revisions by 33 users not shown)
Line 1: Line 1:
==<span id="Acronyms"> Standard and usual acronyms </span>[[Image:50%.png]]==
A glossary of terms used in the [[Tetris The Grand Master|Tetris: The Grand Master]] series.
* <tt>TGM :</tt> Tetris The Grand Master, used to refer to the serie in general.
 
* <tt>TGM1 : </tt> Tetris The Grand Master, the first game of the serie.  
==<span id="Acronyms"> Standard and common acronyms </span>[[File:50%.png]]==
* <tt>TGM :</tt> Tetris The Grand Master, used to refer to the series in general.
* <tt>TGM/TGM1 : </tt> Tetris The Grand Master, the first game of the series.  
* <tt>TAP/TGM2 :</tt> Tetris The Absolute Grand Master 2 +.
* <tt>TAP/TGM2 :</tt> Tetris The Absolute Grand Master 2 +.
* <tt>Ti/TGM3  :</tt> Tetris The Grand Master 3 Terror Instinct.
* <tt>Ti/TGM3  :</tt> Tetris The Grand Master 3 Terror Instinct.
* <tt>ACE/TGMA :</tt> Tetris The Grand Master Ace.
* <tt>ACE/TGMA :</tt> Tetris The Grand Master Ace.
* <tt>ARS :</tt> [[#ARS|Arika Rotation System]].
* <tt>ARS :</tt> [[TGM Rotation|Arika Rotation System]].
* <tt>SRS :</tt> [[#SRS|Super Rotation System]].
* <tt>SRS :</tt> [[SRS|Super Rotation System]].
* <tt>IRS :</tt> [[#IRS|Initial Rotation System]].
* <tt>IRS :</tt> [[#IRS|Initial Rotation System]].
* <tt>IHS :</tt> [[#IHS|Initial Hold System]].
* <tt>IHS :</tt> [[Hold piece#IHS|Initial Hold System]].
* <tt>GRS :</tt> [[#GRS|Grade Recognition System]].
* <tt>GRS :</tt> [[#GRS|Grade Recognition System]].
* <tt>TLS :</tt> [[#TLS|Temporary Landing System]].
* <tt>TLS :</tt> [[Ghost piece|Temporary Landing System]].
* <tt>TTC :</tt> The Tetris Company.
* <tt>TTC :</tt> [[The Tetris Company]].
* <tt>BPS :</tt> Bullet Proof Software / Blue Planet Software.<br><br><br><br><br>
* <tt>BPS :</tt> [[Bullet Proof Software]] / [[Blue Planet Software]].
 
== Basic Terms [[Image:25%.png]]==
There is a lot of appelation standard on Tetris Games and TGM have interesting specification. To avoid confusion we list here the basic. All term are not yet listed, and the order is still not fixed.<br><br>
 
==== <span id="Block">Block </span>[[Image:25%.png]]====
----
The Block is a single square grid cell. It is used in several way like the garbage, stack, Active and next Tetrimino and so on.<br><br><br>


==== <span id="Tetramino">Tetramino</span>[[Image:75%.png]]====
== Basic Terms [[File:25%.png]]==
----
{{main|Hard Drop Tetris Wiki:Glossary}}
In Japanese or even in general common usage, the word "block" can refer to both Tetramino piece or single grid cell. Another annoying fact, is that there is several syntaxe for the same word :
Appellation standards for Tetris games vary, especially with TGM. To avoid confusion, we list here the basic terms used most frequently when in context with the TGM series. All terms are not yet listed, and the order is still not fixed.
* Tetramino (commonly used is Japan)
If a term is not defined here, it is defined in the [[Hard Drop Tetris Wiki:Glossary|glossary]] and may have its own article.
* Tetromino (mathematical term)
* Tetrimino (TTC term)


To avoid any confusion we will alway use the word "Tetramino" instead of "block", "piece" or "tetra".
==== Tetromino ====
{{main|Tetromino}}
In precise language, a block is an element that fills a single square [[Hard Drop Tetris Wiki:Glossary#C|cell]] of the [[playfield]], and a [[tetromino]] (also spelled tetramino or Tetrimino) is made of four blocks.
In common use, a "block" sometimes refers to a whole tetromino.
This wiki uses "[[Hard Drop Tetris Wiki:Glossary#B|block]]" and "[[Hard Drop Tetris Wiki:Glossary#T|tetromino]]" with the meanings described in the glossary.


4 blocks arranged into a shape give the tetramino. There is 7 differents tetramino, each one with a specific color. TGM inherits its piece colors and rotation rules from Sega's 1988 arcade version of Tetris. But with the release of Ti and ACE, [[#SRS|SRS]] has been added, witch mean different initial orientation and block color shape. It is also a common usage to refering to them by a single letter instead of color :
Seven different tetrominoes exist, each with a letter name (I, J, L, O, S, T, or Z).
[[Image:TGM Legend tetriminos.png|left|464px|thumb|Initial orientation of  I, L, J, S, Z, T and O Tetramino from the ARS.]][[Image:TGM_Legend_Tetra_SRS.png|left|464px|thumb|Initial orientation of  I, L, J, S, Z, T and O Tetramino from the SRS.]]<br><br><br><br><br><br><br><br>
Precise language uses the letter names, and some players use the color names.
[[File:TGM_Legend_Tetra_SRS.png|left|464px|thumb|Initial orientation of  I, L, J, S, Z, T and O Tetramino from TGM classic rotation.]][[File:TGM Legend tetriminos.png|left|464px|thumb|Initial orientation of  I, L, J, S, Z, T and O Tetramino from SRS.]]<br clear="all">


==== <span id="Tetrion">Tetrion </span>[[Image:25%.png]]====
==== <span id="Stack">Stack </span>[[File:25%.png]]====
----
Each time a tetramino is locked in the playfield, it becomes part of the stack. Building a perfect stack is the very essence of all Tetris games, which means stacking each tetramino in a clean manner without making holes. Several other Tetris games pose [[Tetromino art|stacking challenges]], and TGM has its own, such as the '>' shape [[Secret Grade Techniques|secret grade]].
Sometimes called the "outfit Frame" or more simply the "box that surround the game". Certainly you have never hear about this word and you will never use it but this is the official designation from TTC and i just mension it for avoiding confusion between game part description and for example, the next definition.
[[File:TGM_Legend_Playfield.png|left|frame| ' > ' Secret grade.]]<br clear="all">
[[Image:TGM_Legend_Tetrion_1.png|left|frame|TAP Easy]][[Image:TGM_Legend_Tetrion_2.png|left|frame|TAP Master]][[Image:TGM_Legend_Tetrion_3.png|left|frame|TAP Death]][[Image:TGM_Legend_Tetrion_4.png|left|frame|TAP TGM+]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>


==== <span id="Playfield">PlayField </span>[[Image:25%.png]]====
==== <span id="Garbage">Garbage </span>[[File:25%.png]]====
----
Garbage is also part of the stack. In Vs. mode, the player receives garbage when the opponent clears more than one line with one tetromino. Garbage appears from the bottom of the playfield and pushes up the current stack. The garbage pattern is a copy of the blocks the opponent player had cleared with the blocks of the line clearing piece removed, with the order reversed from top to bottom.
The playfield is surrounded by the tetrion. The standard size is fixed to a grid of 10 blocks length and 20 blocks height. In fact the playfield usable space is 22 blocks height. 2 "vanished lines" are available on the upper part of the Tetrion. If you stack Tetrimino on this 2 lines the blocks remaining on this part are not visible, but still exist. They will become visible again with next cleared lines.
[[Image:TGM_Legend_Vanish.gif|left|frame|SRS Vanish zone example.]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>


==== <span id="Stack">Stack </span>[[Image:25%.png]]====
Garbage also appears in Ti Shirase mode from level 500 to level 999 at regular intervals. The garbage lines, in this case, are generated by copying the bottom-most line.
----
Each time a tetramino is locked in the playfield, it become part of the stack. Building perfect stack is the very essence of all Tetris game witch mean stacking tetramino in a clean manner without encircled hole. Several other Tetris games propose stacking challenge and TGM have it's own like the '>' shape secret grade.
[[Image:TGM_Legend_Playfield.png|left|frame| ' > ' Secret grade.]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>


==== <span id="Garbage">Garbage </span>[[Image:25%.png]]====
TGM+ mode also sends periodic garbage that forms a regular pattern.
----
Garbage is also part of the stack but is the consequence of your VS opponent multiple cleared lines. Garbage Appear from the bottom of the playfield and push up the current Stack. Generally grey filled lines with an empty hole (the hole position determination is actually unclear), the garbage lines count is directly dependant of the opponent cleared rows count.<br>Garbage also appear in Ti Shirase mode from level 500 to level 999 at regular intervals. The garbage lines in this case are generated by copying the bottom-most line.<br><br><br>


==== <span id="Row">Row </span>[[Image:25%.png]]====
==== <span id="Combo">Combo </span>[[File:25%.png]]====
----
----
Filling a line without hole, will produce a row, also simply called "cleared line". rows are always deleted before the next tetramino distribution. All stack part upon the row are dropped down to the row equivalent. there is 4 differents row denominations :<br>
{{Main|Combo}}
* Single : 1 row.
Line clears with consecutive pieces increase the combo score multiplier. Failing to clear a line with the next piece will reset the combo counter.
* Double : 2 rows.
* Triple : 3 rows.
* Tetris : 4 rows.


There is no explicit denomination when you clear more rows (eg. Big mode). <br><br><br>
==== <span id="Bravo">Bravo </span>[[File:25%.png]]====
When the player clears the whole playfield, the message "Bravo" appears on screen (also known as "All Clear"). Bonus points are awarded by multiplying the points scored on a "Bravo" by four.


==== <span id="Tetris">Tetris </span>[[Image:25%.png]]====
==== <span id="Frame">Frame </span>[[File:25%.png]]====
----
Before becoming a game, Tetris is basically a program. The frame is the shortest quantum of time in TGM. Like other games made for the Japanese market, TGM runs at a fixed rate of 60 frames per second. A lot of technical concept analysis use the frame as scale value instead of seconds.  
Erasing 4 rows with the I tetramino is rewarded as a Tetris.<br><br><br>


==== <span id="Combo">Combo </span>[[Image:25%.png]]====
Here is the basic of the gameplay process instruction order in ONE frame (draft) :
----
Uninterrupted Rows sequence from a distributed tetramino continuation. Usually, a Combo reward more points especially for rows that follow a Tetris  (eg TGM1 & TAP).<br><br><br>
 
==== <span id="Bravo">Bravo </span>[[Image:25%.png]]====
----
When you succeed to clear all playfield stack content after a row. You are rewarded with a "Bravo" pop up screen (a.k.a. "All clear"). On TGM1 and TAP, you earn extra bonus points by multiplying current combo by 4.<br><br><br>
 
==== <span id="Frame">Frame </span>[[Image:25%.png]]====
----
Before being a game, Tetris is basically a program. The frame is the shortest time indice in TGM. The game is running to a fixed value of 60 frames per seconds. A lot of Technical concept analysis use the Frame as scale value instead of seconds.


Here is the basic of the gameplay process instruction order in ONE frame (draft) :
Do:
# Input read
# Read input
# Gameplay process
# If piece is active:
## rotation
## If in Ti or ACE, hold
## Shift (Horizontal movement)
## Rotation
## If this isn't a piece's first frame, shift (horizontal movement)
## Gravity
## Gravity
## Lock
## Lock
# Output update
# Process delays
#loop to 1
# Update the screen and play sounds
 
Until top out or last level complete
In fact this is far complicated but just be aware of this general concept, and particularly if you want to learn advanced technic of TGM.
<br><br>


In fact this is very complicated, but just be aware of this general concept, and particularly if you want to learn advanced technique in TGM.


==== <span id="DAS">Delayed Auto Shift (DAS) </span>[[Image:25%.png]]====
==== <span id="Lock_Delay">Lock Delay </span>[[File:25%.png]]====
----
{{Main|Lock delay}}
Auto shift is vital for gameplay if all tetris game and allow player to shift a piece automatically by holding a direction. Also called "zoom", the DAS (counted in frame) define the moment between you hold direction (left/right) and the moment the Tetramino effectively move automatically. The DAS can be loaded during [[#ARE|ARE]]. In TGM1 the DAS was fixed to 15 frames, but on sequels the DAS become shorter as the game speed increase.[[Image:TGM_Legend_DAS_1.gif|left|frame|...]][[Image:TGM_Legend_DAS_2.gif|left|frame|...]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
Unlike in early [[game]]s such as [[Tetris (Game Boy)|''Tetris'' for Game Boy]], when the tetromino falls onto the stack, it doesn't lock immediately because a short delay still allow you to move it. Lock Delay is visible to the darkening of the tetromino. This feature is necessary as speed increases and critical when reaching 20G. The delay is expressed in frames and the tetromino automatically locks when reaching zero. Lock delay resets each time the tetromino drops one or more steps. [[#SRS|SRS]] also resets Lock Delay when the tetromino is moving and rotating. TGM1 Lock Delay is fixed to thirty frames (~0.5sec) and diminutive as gameplay speed increase on sequels. You can also cancel the Lock delay by pressing Down.
[[File:TGM_Legend_Lock_Delay_1.gif|left|frame|...]][[File:TGM_Legend_Lock_Delay_2.gif|left|frame|Delay reset]][[File:TGM_Legend_Lock_Delay_3.gif|left|frame|Delay cancel]]<br clear="all">


==== <span id="Gravity">Gravity Unit (G)</span>[[Image:25%.png]]====
==== <span id="IRS"></span>Initial Rotation System (IRS) [[File:25%.png]]====
----
{{Main|Rotate#IRS}}
G is the gravity speed indice of TGM, it shows [dropped steps / frame]. For example the slowest speed count 64 frames for 1 dropped step and the fastest speed 20 dropped steps for 1 frame. TGM field's height is 20, so max is 20G.
[[Image:TGM legend 0.0156G.gif|left|frame|1/64 = 0.0156G]][[Image:TGM legend 1G.gif|left|frame|1/1 = 1G]][[Image:TGM Legend 5G.gif|left|frame|5/1 = 5G]][[Image:TGM Legend 20G.gif|left|frame|20/1 = 20G]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>


==== <span id="fast_Drop">Fast Drop [[Image:25%.png]]====
==== <span id="Level">Level </span>[[File:25%.png]]====
----
The level shows the game's progress. Starting from zero, the level increases by one each time a tetramino is distributed, and by the number of completed rows. On average, it increases by 3.5 for each completed row (however see "Level Step" below). If you are a beginner at TGM, the level is the best information to see your performances progress, rather than the chronometer.
By holding down direction, you can force the gravity to 1G, witch mean that the active tetramino will step down faster. if Gravity is higher than 1G, the fast drop is desactivated. in [[#ARS|ARS]] the [[#Lock_Delay|Lock Delay]] cancel, and Fast Drop use the same input, so if the tetramino land onto the stack during Fast Drop it will lock instantly , instead of [[#SRS|SRS]].[[Image:TGM_Legend_Fast_Drop_1.gif|left|frame|ARS example]][[Image:TGM_Legend_Fast_Drop_2.gif|left|frame|SRS example]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>


==== <span id="Sonic_Drop">Sonic Drop </span>[[Image:25%.png]]====
==== <span id="Level_Step">Level Step </span>[[File:25%.png]]====
----
The [[#level|Level]] increment can stop when reaching a Level Step (typically _99 : e.g. 99, 199, 299 etc...). You can pass only by completing a row. Each time you pass a Level Step, the game displays a new background. TGM3 also plays a bell ringing sound each time you are close to the Level Step.
Sonic drop is a feature specific to [[#ARS|ARS]] and unavailable on TGM1. By pressing UP direction, you can force the Gravity to 20G during 1 frame. Visually you force the tetramino to land on the stack without lock (instead of [[#Sonic_Lock|sonic lock]]). Sonic drop allow you to place your tetramino in tight place very quickly and avoid stacking error consequence of fast drop. For beginners, Sonic drop on the upper direction may look strange but in fact it allow you to perform [[#Zangi|Zangi-Moves]].<br>
[[Image:TGM_Legend_Sonic_Drop_1.gif|left|frame|Example]][[Image:TGM_Legend_Sonic_Drop_2.gif|left|frame|Zangi-moves !]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>


==== <span id="Sonic_Lock">Sonic Lock </span>[[Image:25%.png]]====
==== <span id="GRS">Grade Recognition System (GRS) </span>[[File:25%.png]]====
----
ARIKA rewards a player's skill and performance by grade attribution and divides them into class. For example, here is the sorted grade list for the TGM1 unique game mode :
Sonic Lock is a feature specific to [[#SRS|SRS]]. By pressing UP direction, you force the tetramino to land onto the stack AND lock immediately . At low Gravity, Sonic Lock allow you to stack faster than [[#sonic_drop|Sonic Drop]] but don't allow [[#Zangi|Zangi-Moves]] since the tetramino is locked.
[[Image:TGM_Legend_Sonic_Lock.gif|left|frame|...]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
 
==== <span id="Lock_Delay">Lock Delay </span>[[Image:25%.png]]====
----
When the Tetramino drop onto the stack it doesn't lock immediately (eg tetris gameboy) because a short delay still allow you to move it. Lock Delay is visible to the darkening of the tetramino. This feature is necessary as speed increase and critical when reach 20G. The delay is expressed in frame and the tetramino automatically lock when reach 0. Lock delay is reseted each time the tetramino drop from one or more steps. [[#SRS|SRS]] also reset Lock Delay when the tetramino is moving and rotating. TGM1 Lock Delay is fixed to 30 frames (~0.5sec) and diminutive as gameplay speed increase on sequels. You can also cancel the Lock delay by pressing Down.
[[Image:TGM_Legend_Lock_Delay_1.gif|left|frame|...]][[Image:TGM_Legend_Lock_Delay_2.gif|left|frame|Delay reset]][[Image:TGM_Legend_Lock_Delay_3.gif|left|frame|Delay cancel]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
 
==== <span id="IRS">Initial Rotation System (IRS) </span>[[Image:25%.png]]====
----
By holding a rotation button during [[#ARE|ARE]] you can change the initial orientation appearance for the next tetramino. IRS mellow the gameplay as the gravity increase and reach 20G. You can only reorient the tetramino to 1 quarter turn, witch mean that it is not cumulative (eg A+C buttons), but IRS can be coupled with [[#IHS|IHS]].
[[Image:TGM_Legend_IRS.gif|left|frame|...]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
 
==== <span id="IHS">Initial Hold System (IHS)</span>[[Image:25%.png]]====
----
By pushing Hold button, you can switch Active Tetramino with Hold tetramino. The new holded tetramino orientation is reseted, and new active tetramino is replaced on playfield's top.<br>
By 'holding' Hold button during [[#ARE|ARE]] the switch occur before Next tetramino appearance. IHS mellow the gameplay as the gravity increase and reach 20G. When switched The Holded Tetramino is unavailable (grey color) until next distributed tetramino witch mean  you can switch infinitely with the 2 same tetramino. IHS can be coupled with [[#IRS|IRS]] and is a feature only available from TGM3 and TGM ACE.
[[Image:TGM_Legend_Hold.gif|left|frame|Hold basics]][[Image:TGM_Legend_IHS.gif|left|frame|IHS]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
 
==== <span id="TLS">Temporary Landing System (TLS) </span>[[Image:25%.png]]====
----
The TLS is a simple visual help that show at low gravity where the active tetramino will land if you use [[#fast_drop|Fast Drop]], [[#sonic_drop|Sonic Drop]] or [[#sonic_lock|Sonic Lock]].
[[Image:TGM_Legend_TLS.gif|left|frame|...]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
 
==== <span id="Level">Level </span>[[Image:25%.png]]====
----
It shows game progress state. Starting from Zero, the level increase by 1 each time a tetramino is distributed, and by the number of completed row. If you are a beginner at TGM the level is the best information to see your performances progress instead of the chronometer.<br><br><br>
 
==== <span id="Level_Step">Level Step </span>[[Image:25%.png]]====
----
The counting [[#level|Level]] can be blocked when reaching a Level Step (typically x99 : eg 99, 199, 299 etc...). You can pass only by completing a row. Each time you pass a level Step, the game display a new background. TGM3 also play a ring bell sound each time you are close to the Level Step.<br><br><br>
 
==== <span id="GRS">Grade Recognition System (GRS) </span>[[Image:25%.png]]====
----
ARIKA reward players skills and performances by grade attribution and divides them into class. For example here is the sorted grade list for TGM1 unique game mode :


9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, Gm.
9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, Gm.


Becoming a Gm Class player in TGM1 will require much motivation and perseverance even if you feel trustful with tetris game in general. The difficulty to obtain the Gm grade in TGM2 and TGM3 increase in a exponential way. for example we know that there is an average of 10000 Gm class players in Japan on TGM1, it would be really optimistic to say that there is 100 Gm players in TGM2 Master Mode, and so far in TGM3 NOBODY obtained it !<br><br><br>
Becoming a Gm Class player in TGM1 will require much motivation and perseverance even if comfortable with Tetris games in general. The difficulty in obtaining the Gm grade in [[TGM2]] increases even further. It is speculated that there are approximately 10,000 Gm class players in Japan on TGM1 and no more than 100 Gm players in TGM2 Master Mode. In TGM3, The GM grade was widely believed to be impossible to obtain through normal play, but the Japanese Tetris player 'jin8' finally attained GM on July 28, 2007.


==== <span id="Wall_Kick">Wall-Kick </span>[[Image:25%.png]]====
==== <span id="Synchro">Synchro </span>[[File:25%.png]]====
----
A Synchro move is the act of sucessfully inputting both rotation and movement during the same [[#frame|frame]]. It is commonly executed by loading DAS and using IHS during ARE. Although less useful in low gravity, it becomes essential at 20G for enabling tricky tetramino  movements and placements. Synchro moves are not possible under SRS due to the order in which gravity and rotation are processed in each frame.
The wall kick is simply a way to mellow the rotation system. When you want to turn a tetrimano and that there is no free space for the new requested orientation, the game will try to decal it to the nearest position possible. Depending on the version of TGM and the rotation system (ARS/SRS) the Wall Kick rules are differents and less or more flexible. <br>


(several animated gif example to come...)
== <span id="Zangi">Zangi-Moves </span>[[File:25%.png]]==
<br><br><br>
{{main|Zangi-move}}
==== Description ====
Zangi-Moves are an original ARIKA technique introduced in TAP made possible by the [[#sonic_drop|Sonic Drop]] feature. To perform the move, you press Up to drop the piece, Left or Right to move the piece over, and Down to lock the piece in place. These 3 inputs are performed with a single circular motion of the arcade stick. This is particularly useful when you are playing for time attack, as you save a significant amount of time by not having to return the stick to its neutral position. Zangi-moves are not possible with [[#SRS|SRS]].


==== Use ====
This move is most useful for tucking pieces underneath overhangs, an operation that costs much time in most other Tetris games. However, it is also used in other situations where the speed gain is more subtle. If you wish to place a piece 1 space away from the spawning location, you will do so with a half circle Zangi-Move. If you want to place a piece 1 space away from a wall, you will use DAS to get to the wall quickly, and then you will use a Zangi-Move to place the piece, all in one continuous 3/4 circle Zangi-Move.<br><br>


==== <span id="Synchro">Synchro </span>[[Image:25%.png]]====
==== Word Origin ====
----
The word 'Zangi' comes from Zangief's (Street Fighter II) Spinning Pile Driver move, which requires stick rotation and feels similar.<br>The following animations just show Zangi-Moves example and don't follow an optimized stacking behavior.
A Synchro move is the action to sucessfully input rotation and shift on the same [[#frame|frame]]. Totally useless at low gravity, they become essential at 20G because enable tetramino tricky move and placement. <br><br><br>
[[File:TGM_Legend_Sonic_Drop_2.gif|left|frame|Zangi Example]][[File:TGM_Legend_Zangi_2.gif|left|frame|Zangi Example]][[File:TGM_Legend_Zangi_3.gif|left|frame|Zangi Example]]<br clear="all">


==== <span id="ARS">Arika Rotation System (ARS)</span> [[Image:25%.png]]====
== <span id="ARE">ARE </span>[[File:75%.png]]==
----
{{main|ARE}}
ARS definition.<br><br><br>
''[[ARE]]'' is the period of time (counted in frames) between the lockdown of the previous Tetramino and the appearance of the next one. It makes [[#IRS|IRS]] possible and [[#DAS|DAS]] more effective.


==== <span id="SRS">Super Rotation System (SRS) </span>[[Image:25%.png]]====
== <span id="Torikan">Torikan </span>[[File:25%.png]]==
----
{{main|Torikan}}
SRS definition.<br><br><br>


==== <span id="Zangi">Zangi-Moves </span>[[Image:25%.png]]====
''[[Torikan]]'' refers to a condition in TAP and Ti where the game reaches a premature end when the player failed to fulfill a certain requirement up to that point.
----
Zangi-Moves definition.<br><br><br>
 
== <span id="ARE">ARE </span>[[Image:75%.png]]==
''ARE'' is the period of time between the lockdown of the previous piece and the appearance of the next piece. Depending on the level, the amount of ARE may shorten.<br><br>
 
==== During ARE ====
During ARE, the player must wait for the next piece to appear, and cannot actively cause anything to happen. However, ARE serves as a time for the player to input [[#DAS|DAS]], [[#IRS|IRS]] and [[#IHS|IHS]] actions which will be processed in the moment ARE finishes and the next piece appears.<br><br>
 
==== Word Origin ====
ARE is a word of Japanese origin, and though it looks like an acronym, it does not stand for anything. It derives from the Japanese word, "あれ (are)," pronounced "a ray" quickly. The word "あれ" is a demonstrative pronoun, literally translating to "it" or "that". Japanese players originally referred to this in-between time using the word "あれ" as there was no good word to describe it. The capital letter alphabet form "ARE" (pronounced ay arr ee) became popular when someone wrote it in that form, possibly owing to its cooler, acronym-like look.<br><br>


==== The Existence and Lack of ARE ====
[[Category:Terminology]]
ARE is a vital gameplay factor in TGM, as its existence allows for many systems like 20G, DAS, IRS and IHS to exist. They do not exist, however, in popular American versions such as Tetrinet and most Tetris Worlds-compliant games. It is debated whether the lack of ARE is a requirement in the World guidelines or not; TGM3 (Ti) and TGMA in particular, do have ARE even though they seem to follow the guidelines.

Latest revision as of 13:39, 31 March 2024

A glossary of terms used in the Tetris: The Grand Master series.

Standard and common acronyms 50%.png

Basic Terms 25%.png

Main article: Hard Drop Tetris Wiki:Glossary

Appellation standards for Tetris games vary, especially with TGM. To avoid confusion, we list here the basic terms used most frequently when in context with the TGM series. All terms are not yet listed, and the order is still not fixed. If a term is not defined here, it is defined in the glossary and may have its own article.

Tetromino

Main article: Tetromino

In precise language, a block is an element that fills a single square cell of the playfield, and a tetromino (also spelled tetramino or Tetrimino) is made of four blocks. In common use, a "block" sometimes refers to a whole tetromino. This wiki uses "block" and "tetromino" with the meanings described in the glossary.

Seven different tetrominoes exist, each with a letter name (I, J, L, O, S, T, or Z). Precise language uses the letter names, and some players use the color names.

Initial orientation of I, L, J, S, Z, T and O Tetramino from TGM classic rotation.
Initial orientation of I, L, J, S, Z, T and O Tetramino from SRS.


Stack 25%.png

Each time a tetramino is locked in the playfield, it becomes part of the stack. Building a perfect stack is the very essence of all Tetris games, which means stacking each tetramino in a clean manner without making holes. Several other Tetris games pose stacking challenges, and TGM has its own, such as the '>' shape secret grade.

' > ' Secret grade.


Garbage 25%.png

Garbage is also part of the stack. In Vs. mode, the player receives garbage when the opponent clears more than one line with one tetromino. Garbage appears from the bottom of the playfield and pushes up the current stack. The garbage pattern is a copy of the blocks the opponent player had cleared with the blocks of the line clearing piece removed, with the order reversed from top to bottom.

Garbage also appears in Ti Shirase mode from level 500 to level 999 at regular intervals. The garbage lines, in this case, are generated by copying the bottom-most line.

TGM+ mode also sends periodic garbage that forms a regular pattern.

Combo 25%.png


Main article: Combo

Line clears with consecutive pieces increase the combo score multiplier. Failing to clear a line with the next piece will reset the combo counter.

Bravo 25%.png

When the player clears the whole playfield, the message "Bravo" appears on screen (also known as "All Clear"). Bonus points are awarded by multiplying the points scored on a "Bravo" by four.

Frame 25%.png

Before becoming a game, Tetris is basically a program. The frame is the shortest quantum of time in TGM. Like other games made for the Japanese market, TGM runs at a fixed rate of 60 frames per second. A lot of technical concept analysis use the frame as scale value instead of seconds.

Here is the basic of the gameplay process instruction order in ONE frame (draft) :

Do:

  1. Read input
  2. If piece is active:
    1. If in Ti or ACE, hold
    2. Rotation
    3. If this isn't a piece's first frame, shift (horizontal movement)
    4. Gravity
    5. Lock
  3. Process delays
  4. Update the screen and play sounds

Until top out or last level complete

In fact this is very complicated, but just be aware of this general concept, and particularly if you want to learn advanced technique in TGM.

Lock Delay 25%.png

Main article: Lock delay

Unlike in early games such as Tetris for Game Boy, when the tetromino falls onto the stack, it doesn't lock immediately because a short delay still allow you to move it. Lock Delay is visible to the darkening of the tetromino. This feature is necessary as speed increases and critical when reaching 20G. The delay is expressed in frames and the tetromino automatically locks when reaching zero. Lock delay resets each time the tetromino drops one or more steps. SRS also resets Lock Delay when the tetromino is moving and rotating. TGM1 Lock Delay is fixed to thirty frames (~0.5sec) and diminutive as gameplay speed increase on sequels. You can also cancel the Lock delay by pressing Down.

...
Delay reset
Delay cancel


Initial Rotation System (IRS) 25%.png

Main article: Rotate#IRS

Level 25%.png

The level shows the game's progress. Starting from zero, the level increases by one each time a tetramino is distributed, and by the number of completed rows. On average, it increases by 3.5 for each completed row (however see "Level Step" below). If you are a beginner at TGM, the level is the best information to see your performances progress, rather than the chronometer.

Level Step 25%.png

The Level increment can stop when reaching a Level Step (typically _99 : e.g. 99, 199, 299 etc...). You can pass only by completing a row. Each time you pass a Level Step, the game displays a new background. TGM3 also plays a bell ringing sound each time you are close to the Level Step.

Grade Recognition System (GRS) 25%.png

ARIKA rewards a player's skill and performance by grade attribution and divides them into class. For example, here is the sorted grade list for the TGM1 unique game mode :

9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, Gm.

Becoming a Gm Class player in TGM1 will require much motivation and perseverance even if comfortable with Tetris games in general. The difficulty in obtaining the Gm grade in TGM2 increases even further. It is speculated that there are approximately 10,000 Gm class players in Japan on TGM1 and no more than 100 Gm players in TGM2 Master Mode. In TGM3, The GM grade was widely believed to be impossible to obtain through normal play, but the Japanese Tetris player 'jin8' finally attained GM on July 28, 2007.

Synchro 25%.png

A Synchro move is the act of sucessfully inputting both rotation and movement during the same frame. It is commonly executed by loading DAS and using IHS during ARE. Although less useful in low gravity, it becomes essential at 20G for enabling tricky tetramino movements and placements. Synchro moves are not possible under SRS due to the order in which gravity and rotation are processed in each frame.

Zangi-Moves 25%.png

Main article: Zangi-move

Description

Zangi-Moves are an original ARIKA technique introduced in TAP made possible by the Sonic Drop feature. To perform the move, you press Up to drop the piece, Left or Right to move the piece over, and Down to lock the piece in place. These 3 inputs are performed with a single circular motion of the arcade stick. This is particularly useful when you are playing for time attack, as you save a significant amount of time by not having to return the stick to its neutral position. Zangi-moves are not possible with SRS.

Use

This move is most useful for tucking pieces underneath overhangs, an operation that costs much time in most other Tetris games. However, it is also used in other situations where the speed gain is more subtle. If you wish to place a piece 1 space away from the spawning location, you will do so with a half circle Zangi-Move. If you want to place a piece 1 space away from a wall, you will use DAS to get to the wall quickly, and then you will use a Zangi-Move to place the piece, all in one continuous 3/4 circle Zangi-Move.

Word Origin

The word 'Zangi' comes from Zangief's (Street Fighter II) Spinning Pile Driver move, which requires stick rotation and feels similar.
The following animations just show Zangi-Moves example and don't follow an optimized stacking behavior.

Zangi Example
Zangi Example
Zangi Example


ARE 75%.png

Main article: ARE

ARE is the period of time (counted in frames) between the lockdown of the previous Tetramino and the appearance of the next one. It makes IRS possible and DAS more effective.

Torikan 25%.png

Main article: Torikan

Torikan refers to a condition in TAP and Ti where the game reaches a premature end when the player failed to fulfill a certain requirement up to that point.