Tetris The Grand Master 4 The Masters of Round
|Tetris The Grand Master 4 The Masters of Round|
Players play testing TGM4 on location
|Playfield size||10 × 20|
|Hard drop||Classic rule: Sonic Drop|
World rule: Standard hard drop
|Rotation system||Classic rule: Arika Rotation System with floorkicks World rule: SRS|
Tetris The Grand Master 4 The Masters of Round, stylized as "THE MASTERS 0F ROUND", is an unreleased sequel to the TGM series created by Arika. It was announced in 2009 by Arika vice president Ichiro Mihara, and unveiled at Sega's Amusement Machine Show the same year.
The game's release has been in limbo, citing various problems reaching an agreement with publishers or The Tetris Company.
2009 unveiling playtest
Similar to TGM3, the game first asks you for Control Type before selecting a mode: World Type uses SRS and shows level and score during gameplay, while Classic Type uses ARS and shows level and completion time. The game modes are split into two categories: Worlds (formerly Master in the 2009 version) and Rounds are Standard modes, while Kamui and Konoha are Time Attack modes. Tetrominoes now spawn above the play field, where the Next piece preview is. As a side effect, the I-piece no longer drops instantly to the bottom of an empty play field at 20G.
Described as being similar in speed to TGM2's Master, has torikans at levels 700, 800, and 900. Like TGM3's Master mode, doesn't show the player's grade until the end of the mode. This mode has a blue field border.
TGM4's equivalent to Death and Shirase, the mode starts at 20G and the delays decrease as further sections are cleared. Starting at level 300, every other section will be a "frozen" version of the previous section, with the bottom half of the playfield not clearing lines until the section is passed. The background of these "frozen" sections are the same as the previous section but with colours inverted, so for example the section starting at 300 has the same circular bricks background as 200, and then 400 proceeds to the rainbows background that normally follows the 200 background. When a frozen section is passed, the formerly frozen lines that clear do not count towards the level. This mode has at least 1400 levels. Has a red field border.
Kamui is the only mode that has yet to be revealed. It was also a locked mode in the TGM3 prototype. Has an orange field border.
The goal of this mode is to get to the highest level as possible in Big mode under a time limit, starting at three minutes. S and Z pieces do not appear. The ARE is fixed at 26 and Line Clear is fixed at 11. The gravity curve appears to follow the usual speed curve until around level 80, where it stalls out until 120 and then rapidly increases to hit 20G at level 20.
Levels given for line clears are as follows:
|Lines cleared||Level advance|
Extra time is obtained by performing certain clears:
|Clear Type||Time Awarded|
|Triple Line Clear||1/3 of a second|
|Tetris Line Clear||2/3 of a second|
|Single All Clear||5 seconds|
|Double All Clear||8 seconds|
|Triple All Clear||11 seconds|
|Tetris All Clear||15 seconds|
At level 1000 and above, the bonuses change. No time bonuses are gained for normal line clears and All Clears now give much less time:
|Clear Type||Time Awarded|
|Single All Clear||0 seconds|
|Double All Clear||1 second|
|Triple All Clear||2 seconds|
|Tetris All Clear||3 seconds|
Whenever the game detects that a perfect clear can be performed, a small fox character is shown beside the level counter, and when the next piece or held piece is able to All Clear, the "Go" sound effect is played. Instead of earning an All Clear medal, the number of All Clears performed is tracked and shown every time one is performed. All Clears also cycle through what is shown in the background of the play field, from a silhouette of a character, to the character partially shown, then the character fully shown. Every cycle also changes which character is shown, from a total of 13. This mode has at least 1299 levels. Has a pink field border.