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"REGRET!" ? --[[User:Lardarse|Lardarse]] 11:36, 28 November 2006 (EST) | "REGRET!" ? --[[User:Lardarse|Lardarse]] 11:36, 28 November 2006 (EST) | ||
:Don't ask me, it's what the game says if you play and lose steam. You can also make it say "Cool!" by playing faster, or "T-Spin!" by playing stupidly.-[[User:Colour thief|Colour Thief]] 12:36, 28 November 2006 (EST) | |||
== Personal observations == | |||
Just filled in Sakura mode based on personal experience - I can't be certain there aren't more stages if your time isn't as crappy as mine. If anyone can confirm if there are more, please edit it. | |||
Also, on "Regret"s and "Cool"s, from my own observations the triggers for each are as follows: | |||
"Cool" seemed to appear whenever a lot of pieces are locked in a short period of time, but not necessarily on line clears. I think it may bear some relation to the game's tracking of so called 'Grade Points' that decrease all the time you have active control of a piece. | |||
In contrast, "Regret" was announced at section changes only. I suspect this was time based (i.e. just a slow section) but could also simply be allowing too many pieces to lock on their own. I believe getting too many "Regret"s from 1-500 in Master mode will end the game then and there (This happened to me once) although it's equally possible that there is simply a time limit for the first 5 sections in order to continue. | |||
Unfortunately I can't really find anything to confirm any of this as it's pure speculation based on personal observation so I've left most of it out of the article for now. - Taratang | |||
::Master Mode apprently has a torikan at 500, requiring you to be under 7 minutes. Cools and Regrets don't affect this directly, though obviously playing slowly will give you lots of regrets.-[[User:Colour thief|Colour Thief]] 11:57, 26 May 2007 (EDT) | |||
:::From a Heboris document-- "cool.wav: this sounds when your grade is up on "#4"mode. | |||
regret.wav: this sounds when your grade is down." [[User:Nicholas|Nicholas]] 12:32, 26 May 2007 (EDT) | |||
== "clean stacking and efficient recovery"? == | |||
"It is thought that the grading system rewards clean stacking and efficient recovery as opposed to raw speed or tetrises." | |||
Where did this conjecture come from? | |||
Anyway, to reward "clean stacking and efficient recovery", count line clears made in the bottom more than line clears made in the top, sort of like a reverse [[Tetris Worlds#Hotline mode|Hotline]] mode. Might TGM3 use an algorithm like this? --[[User:Tepples|Tepples]] 16:22, 4 July 2007 (EDT) | |||
:I believe it came from an anonymous TGM3 player, who has also conjectured that the requirements for the fabled "GM" rank may involve not making any holes. --[[User:Lardarse|Lardarse]] 18:34, 4 July 2007 (EDT) | |||
:The general consensus of players is that holes on the sides of the screen do not affect your grade. So a reverse-hotline system wouldn't explain everything. --[[User:Colour thief|Colour Thief]] 20:00, 11 July 2007 (EDT) | |||
== March or April? == | |||
The article states the release date is March, but Arika.co.jp says it's April. [http://www.arika.co.jp/arika_eng/release/tgm3/tgm3.html] [[User:74.241.93.165|74.241.93.165]] 19:17, 17 April 2008 (EDT) |
Latest revision as of 23:17, 17 April 2008
I suspect TGM3 Easy mode is similar if not identical to TAP Normal mode. Can anyone confirm?
I just found this on the JP wiki entry to TGM3TI.
Using babelfish to translate: " It is the mode which is designed to for the beginner where the navigation system which induces the method of stacking the block is loaded. Whenever the line is turned off, the fireworks rise, at the time of game end total number of the fireworks which are launched in the game is indicated. This mode when 200 level is achieved, becomes end, block field is turned off and the ended roll starts. In addition, when block is turned off even in the ended roll, the fireworks are launched, are added to total number.
The framework which surrounds the block field with this mode changes in green color."
Sounds pretty much like what you described, normal mode, but with the added fireworks? -sihumchai 01/11/06
"REGRET!" ? --Lardarse 11:36, 28 November 2006 (EST)
- Don't ask me, it's what the game says if you play and lose steam. You can also make it say "Cool!" by playing faster, or "T-Spin!" by playing stupidly.-Colour Thief 12:36, 28 November 2006 (EST)
Personal observations
Just filled in Sakura mode based on personal experience - I can't be certain there aren't more stages if your time isn't as crappy as mine. If anyone can confirm if there are more, please edit it.
Also, on "Regret"s and "Cool"s, from my own observations the triggers for each are as follows:
"Cool" seemed to appear whenever a lot of pieces are locked in a short period of time, but not necessarily on line clears. I think it may bear some relation to the game's tracking of so called 'Grade Points' that decrease all the time you have active control of a piece.
In contrast, "Regret" was announced at section changes only. I suspect this was time based (i.e. just a slow section) but could also simply be allowing too many pieces to lock on their own. I believe getting too many "Regret"s from 1-500 in Master mode will end the game then and there (This happened to me once) although it's equally possible that there is simply a time limit for the first 5 sections in order to continue.
Unfortunately I can't really find anything to confirm any of this as it's pure speculation based on personal observation so I've left most of it out of the article for now. - Taratang
- Master Mode apprently has a torikan at 500, requiring you to be under 7 minutes. Cools and Regrets don't affect this directly, though obviously playing slowly will give you lots of regrets.-Colour Thief 11:57, 26 May 2007 (EDT)
- From a Heboris document-- "cool.wav: this sounds when your grade is up on "#4"mode.
- Master Mode apprently has a torikan at 500, requiring you to be under 7 minutes. Cools and Regrets don't affect this directly, though obviously playing slowly will give you lots of regrets.-Colour Thief 11:57, 26 May 2007 (EDT)
regret.wav: this sounds when your grade is down." Nicholas 12:32, 26 May 2007 (EDT)
"clean stacking and efficient recovery"?
"It is thought that the grading system rewards clean stacking and efficient recovery as opposed to raw speed or tetrises."
Where did this conjecture come from?
Anyway, to reward "clean stacking and efficient recovery", count line clears made in the bottom more than line clears made in the top, sort of like a reverse Hotline mode. Might TGM3 use an algorithm like this? --Tepples 16:22, 4 July 2007 (EDT)
- I believe it came from an anonymous TGM3 player, who has also conjectured that the requirements for the fabled "GM" rank may involve not making any holes. --Lardarse 18:34, 4 July 2007 (EDT)
- The general consensus of players is that holes on the sides of the screen do not affect your grade. So a reverse-hotline system wouldn't explain everything. --Colour Thief 20:00, 11 July 2007 (EDT)
March or April?
The article states the release date is March, but Arika.co.jp says it's April. [1] 74.241.93.165 19:17, 17 April 2008 (EDT)