From Hard Drop Tetris Wiki
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
Compile data and order them in a logical menu. Please be comprehensive of the article writing progress and follow this convention:
- 25% : empty or simple draft.
- 50% : outline summary.
- 75% : good summary.
- 100% : consistent and serious summary (always perfectible).
Terms/Legend
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
empty for now.
Rotation system
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
- Check the Initial Rotation
- A new block appears
- loop until a block locked.
- Check a block actions. (Actions effect following the below sequence in a frame.)
- Rotation
- Horizonal Move
- Vertical Drop
- Check to lock a block
- Check a block actions. (Actions effect following the below sequence in a frame.)
Please see 'course on TGM' for details. http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm (Japanese, but includes animation GIFs.)
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.
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
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
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,
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 :
- 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
Credit Rolls
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)
Wall Kick Analysis
Empty for now, see :
Synchro Analysis
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
- Rotate Block
- No Move
- Drop Block
If player rotate with DAS to left
- Rotate Block
- Move Left Block
- Drop Block
And more advanced technics descripted in http://www13.plala.or.jp/TETRiS_TGM/kouza/12.htm
miscanellous Tips
- 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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