http://tetris.wiki/api.php?action=feedcontributions&user=70.25.158.15&feedformat=atomTetrisWiki - User contributions [en]2024-03-29T14:50:01ZUser contributionsMediaWiki 1.39.3http://tetris.wiki/index.php?title=List_of_games&diff=2218List of games2006-09-12T00:36:33Z<p>70.25.158.15: /* Official games licensed by The Tetris Company */</p>
<hr />
<div>==Official Tetris games pre-TTC==<br />
[[Legal disputes]] make the term ''official'' unclear for some early titles. To clarify, this list includes both licensed games and those developed under the pretense of having a license.<br />
<br />
<B>1985</B><br />
*[[Tetris (Electronica 60)]]<br />
<B>1986</B><br />
*[[Tetris (IBM PC)]]<br />
<B>1987</B><br />
*[[Tetris (Amstrad CPC)]]<br />
*[[Tetris (Atari ST)]]<br />
*[[Tetris (Macintosh)]]<br />
<B>1988</B><br />
*[[Tetris (Amiga)]]<br />
*[[Tetris (Apple II)]]<br />
*[[Tetris (Atari)]]<br />
*[[Tetris (BBC Electron)]]<br />
*[[Tetris (Commodore 64)]]<br />
*[[Tetris (Famicom)]]<br />
*[[Tetris (J3100)]]<br />
*[[Tetris (MSX2)]]<br />
*[[Tetris (PC, Spectrum Holobyte)]]<br />
*[[Tetris (PC-8801)]]<br />
*[[Tetris (PC-9801)]]<br />
*[[Tetris (Sega)]]<br />
*[[Tetris (Sinclair Spectrum)]]<br />
*[[Tetris (Tandy)]]<br />
*[[Tetris (X68000)]]<br />
*[[Vs. Tetris]]<br />
<B>1989</B><br />
*[[Bloxeed]]<br />
*[[Flash Point]]<br />
*[[Tetris (FM Towns)]] <!-- FM Towns launched in early 1989, so this was probably released then--><br />
*[[Tetris (Game Boy)]]<br />
*[[Tetris (Game and Watch)]]<br />
*[[Tetris (Megadrive)]]<br />
*[[Tetris (Milton Bradley)]]<br />
*[[Tetris (NES, Nintendo)]]<br />
*[[Tetris (NES, Tengen)]]<br />
*[[Tetris (Sharp Wizard)]]<br />
<B>1990</B><br />
*[[Tetris (Microsoft Entertainment Pack for Windows)]]<br />
<B>1991</B><br />
*[[Super Tetris]] <!-- Spectrum Holobyte, Inc. --><br />
*[[Tetris (Tomy)]]<br />
*[[Tetris 2 and Bombliss]] <!-- NES version of the Super Tetris 2 game --><br />
<B>1992</B><br />
*[[Tetris (CD-i)]]<br />
*[[Tetris Classic]]<br />
*[[Super Tetris 2 and Bombliss]]<br />
<B>1993</B><br />
*[[Tetris Battle Gaiden]]<br />
<B>1994</B><br />
*[[Tetris and Dr Mario|Tetris & Dr. Mario]]<br />
*[[Super Tetris 3]]<br />
*[[Super Tetris 2 and Bombliss Limited Edition]]<br />
<B>1995</B><br />
*[[Super Bombliss]]<br />
*[[Tetris Plus]]<br />
*[[V-Tetris]]<br />
<B>1996</B><br />
*[[Tetris Blast]] <!-- USA Game Boy version of Bombliss from Super Tetris 2 --><br />
*[[Tetris S]]<br />
*[[Tetris X]]<br />
*[[Tetris Jr.]]<br />
<br />
==Official games licensed by The Tetris Company ==<br />
By 1997, [[The Tetris Company]] was up and running, and the [[Tetris Guideline]] started to take shape.<br />
<br />
<B>1997</B><br />
*[[Tetris Plus 2]]<br />
<B>1998</B><br />
*[[Magical Tetris Challenge]]<br />
*[[Tetris 4D]]<br />
*[[Tetris 64]]<br />
*[[Tetris DX]]<br />
*[[Tetris The Grand Master]]<br />
<B>1999</B><br />
*[[Kids Tetris]]<br />
*[[Super Bombliss Deluxe]]<br />
*[[The New Tetris]]<br />
*[[The Next Tetris]]<br />
*[[The Next Tetris DLX]]<br />
<B>2000</B><br />
*[[In-Flight Tetris]]<br />
*[[Pocket Tetris]]<br />
*[[Nintendo Mini Classics Tetris]]<br />
*[[Sega Tetris]]<br />
*[[Shockwave Tetris]]<!-- http://64.233.187.104/search?q=cache:jwlM82mhD0MJ:www.playlater.com/cls/Classics/+%22Shockwave+Tetris%22&hl=en&gl=us&ct=clnk&cd=6&client=firefox-a --><br />
*[[SuperLite 1500 Series: The Tetris]]<br />
*[[The Next Tetris - Online Edition]]<br />
*[[Tetris (Cassiopeia E-10)]]<br />
*[[Tetris Challenge]]<br />
*[[Tetris The Absolute The Grand Master 2]]<br />
*[[Tetris The Absolute The Grand Master 2 PLUS]]<br />
*[[Tetris with Cardcaptor Sakura Eternal Heart]]<br />
*[[Tetris (Radica)]]<br />
<B>2001</B><br />
*[[Groovin' Tetris]]<br />
*[[Mini Tetris]]<br />
*[[Mini Tetris 2]]<br />
*[[Tetris Worlds]]<br />
*[[Tetris Outdoor]]<br />
<B>2002</B><br />
*[[Bombliss]]<br />
*[[Tetris (yoomedia)]]<br />
*[[Tetris (Pokémon Mini)]]<br />
*[[Tetris Battle]]<br />
*[[Tetris Blue]]<br />
*[[Tetris Blue ~DX Version~]]<br />
*[[Tetris (Wonderswan Color)]]<br />
*[[Tetris Red]]<br />
*[[Tetris VS]]<br />
*[[Tetris VS (Dragon)]]<br />
*[[Tetris VS (Saru Banana)]]<br />
<B>2003</B><br />
*[[Tetris (Free2Play)]]<br />
*[[Tetris (GoPlayTV)]]<br />
*[[Minna no Soft Series: Tetris Advance]]<br />
*[[Tetris (Blue Lava Wireless)]]<br />
*[[Tetris Cascade]]<br />
*[[Tetris Deluxe]]<br />
*[[Tetris Kiwamemichi]]<br />
<B>2004</B><br />
*[[Lighted Tetris]]<br />
*[[Play TV Legends Tetris]]<br />
*[[Tetris Elements]]<br />
*[[Tetris Tournament for Prizes]]<br />
*[[Tetris Tower 3D]]<br />
*[[Tetris Classic]]<br />
<B>2005</B><br />
*[[Big Screen Tetris]]<br />
*[[Tetris The Grand Master 3 Terror-Instinct]]<br />
*[[Tetris The Grand Master Ace]]<br />
<B>2006</B><br />
*[[Mission Bombliss]]<br />
*[[Sega Ages 2500 Series Vol.28 Tetris Collection]]<br />
*[[Tetris Black]]<br />
*[[Tetris DS]]<br />
*[[Tetris Gold]]<br />
<B>Uncertain</B><br />
*[[Tetris (Oasys)]]<br />
*[[Tetris Payout]]<br />
*[[Tetris (Casio)]] <!-- "Casio Word Processor Application Soft" --><br />
*[[Tetris Jr. 2]]<br />
*[[Tetris Jr. III]]<br />
*[[Tetris 3 Minutes]] <!-- Japanese handheld --><br />
*[[Tetris (Sharp X1-Turbo)]]<br />
*[[Tetris (NEC PC-VA)]]<br />
*[[TETRIS.com]] <!-- Some sort of official Japanese handheld --><br />
<br />
==Other "-tris" games==<br />
Some games used the ''[[Tetris]]'' name or its '[[-tris]]' suffix in their titles, despite their distinctively different gameplay. Legal disputes make it unclear which early games used the name or suffix legally. The list below includes both licensed uses and uses by developers who have also made an official ''Tetris'' game.<br />
*[[Welltris]], 1989<br />
*[[Hatris]], 1990<br />
*[[Faces...Tris III]], 1991<br />
*[[Wordtris]], 1991<br />
*[[Tetris 2]], 1993<br />
*[[Tetris Flash]], 1993<br />
*[[Tetris Attack]], 1996<br />
*[[3D Tetris]], 1996<br />
*[[Tetrisphere]], 1997<br />
<br />
==Notable fan games==<br />
There are many fan made derivatives of ''Tetris''. Sometimes these games infringed on copyright and/or trademark, though nevertheless a number of them have fostered a large user base and have achieved some cultural importance. Other notables use of Tetris include: art medium (see [[Tetris Building]]), algorithmic exercises (see [[Tetris AI]]), and even testing equipment (as the game originally was made to do).<br />
<br />
*[[&#1058;&#1045;&#1058;&#1056;&#1048;&#1057; SEMIPRO-68k]] (aka Shimizu Tetris), 1989<br />
*[[Tetrinet]], 1997<br />
*[[Heboris]], 2001<br />
*[[Heboris Unofficial expansion]], 2003?<br />
*[[Tetrinet2]], 2001<br />
*[[Tetris Building]], 1995, 2000, 2002<br />
<br />
== Tetris as easter eggs ==<br />
Due to its relative easiness to program, Tetris is often used as an easter egg.<br />
* [http://www.gnu.org/software/emacs/manual/emacs.html#Amusements emacs]<br />
* [http://www.eeggs.com/items/43501.html Mac OS X] (part of emacs)<br />
* [http://www.eeggs.com/items/47291.html µTorrent] ( since 1.4.2 build 432)<br />
* [http://www.buraks.com/mxegg/ Flash MX]<br />
<br />
==See also==<br />
*[[Fan games]]</div>70.25.158.15http://tetris.wiki/index.php?title=List_of_games&diff=2217List of games2006-09-11T12:56:38Z<p>70.25.158.15: /* Official games licensed by The Tetris Company */</p>
<hr />
<div>==Official Tetris games pre-TTC==<br />
[[Legal disputes]] make the term ''official'' unclear for some early titles. To clarify, this list includes both licensed games and those developed under the pretense of having a license.<br />
<br />
<B>1985</B><br />
*[[Tetris (Electronica 60)]]<br />
<B>1986</B><br />
*[[Tetris (IBM PC)]]<br />
<B>1987</B><br />
*[[Tetris (Amstrad CPC)]]<br />
*[[Tetris (Atari ST)]]<br />
*[[Tetris (Macintosh)]]<br />
<B>1988</B><br />
*[[Tetris (Amiga)]]<br />
*[[Tetris (Apple II)]]<br />
*[[Tetris (Atari)]]<br />
*[[Tetris (BBC Electron)]]<br />
*[[Tetris (Commodore 64)]]<br />
*[[Tetris (Famicom)]]<br />
*[[Tetris (J3100)]]<br />
*[[Tetris (MSX2)]]<br />
*[[Tetris (PC, Spectrum Holobyte)]]<br />
*[[Tetris (PC-8801)]]<br />
*[[Tetris (PC-9801)]]<br />
*[[Tetris (Sega)]]<br />
*[[Tetris (Sinclair Spectrum)]]<br />
*[[Tetris (Tandy)]]<br />
*[[Tetris (X68000)]]<br />
*[[Vs. Tetris]]<br />
<B>1989</B><br />
*[[Bloxeed]]<br />
*[[Flash Point]]<br />
*[[Tetris (FM Towns)]] <!-- FM Towns launched in early 1989, so this was probably released then--><br />
*[[Tetris (Game Boy)]]<br />
*[[Tetris (Game and Watch)]]<br />
*[[Tetris (Megadrive)]]<br />
*[[Tetris (Milton Bradley)]]<br />
*[[Tetris (NES, Nintendo)]]<br />
*[[Tetris (NES, Tengen)]]<br />
*[[Tetris (Sharp Wizard)]]<br />
<B>1990</B><br />
*[[Tetris (Microsoft Entertainment Pack for Windows)]]<br />
<B>1991</B><br />
*[[Super Tetris]] <!-- Spectrum Holobyte, Inc. --><br />
*[[Tetris (Tomy)]]<br />
*[[Tetris 2 and Bombliss]] <!-- NES version of the Super Tetris 2 game --><br />
<B>1992</B><br />
*[[Tetris (CD-i)]]<br />
*[[Tetris Classic]]<br />
*[[Super Tetris 2 and Bombliss]]<br />
<B>1993</B><br />
*[[Tetris Battle Gaiden]]<br />
<B>1994</B><br />
*[[Tetris and Dr Mario|Tetris & Dr. Mario]]<br />
*[[Super Tetris 3]]<br />
*[[Super Tetris 2 and Bombliss Limited Edition]]<br />
<B>1995</B><br />
*[[Super Bombliss]]<br />
*[[Tetris Plus]]<br />
*[[V-Tetris]]<br />
<B>1996</B><br />
*[[Tetris Blast]] <!-- USA Game Boy version of Bombliss from Super Tetris 2 --><br />
*[[Tetris S]]<br />
*[[Tetris X]]<br />
*[[Tetris Jr.]]<br />
<br />
==Official games licensed by The Tetris Company ==<br />
By 1997, [[The Tetris Company]] was up and running, and the [[Tetris Guideline]] started to take shape.<br />
<br />
<B>1997</B><br />
*[[Tetris Plus 2]]<br />
<B>1998</B><br />
*[[Magical Tetris Challenge]]<br />
*[[Tetris 4D]]<br />
*[[Tetris 64]]<br />
*[[Tetris DX]]<br />
*[[Tetris The Grand Master]]<br />
<B>1999</B><br />
*[[Kids Tetris]]<br />
*[[Super Bombliss Deluxe]]<br />
*[[The New Tetris]]<br />
*[[The Next Tetris]]<br />
*[[The Next Tetris DLX]]<br />
<B>2000</B><br />
*[[In-Flight Tetris]]<br />
*[[Pocket Tetris]]<br />
*[[Nintendo Mini Classics Tetris]]<br />
*[[Sega Tetris]]<br />
*[[Shockwave Tetris]]<!-- http://64.233.187.104/search?q=cache:jwlM82mhD0MJ:www.playlater.com/cls/Classics/+%22Shockwave+Tetris%22&hl=en&gl=us&ct=clnk&cd=6&client=firefox-a --><br />
*[[SuperLite 1500 Series: The Tetris]]<br />
*[[The Next Tetris - Online Edition]]<br />
*[[Tetris (Cassiopeia E-10)]]<br />
*[[Tetris Challenge]]<br />
*[[Tetris The Absolute The Grand Master 2]]<br />
*[[Tetris The Absolute The Grand Master 2 PLUS]]<br />
*[[Tetris with Cardcaptor Sakura Eternal Heart]]<br />
*[[Tetris (Radica)]]<br />
<B>2001</B><br />
*[[Groovin' Tetris]]<br />
*[[Mini Tetris]]<br />
*[[Mini Tetris 2]]<br />
*[[Tetris Worlds]]<br />
*[[Tetris Outdoor]]<br />
<B>2002</B><br />
*[[Bombliss]]<br />
*[[Tetris (yoomedia)]]<br />
*[[Tetris (Pokémon Mini)]]<br />
*[[Tetris Battle]]<br />
*[[Tetris Blue]]<br />
*[[Tetris Blue ~DX Version~]]<br />
*[[Tetris (Wonderswan Color)]]<br />
*[[Tetris Red]]<br />
*[[Tetris VS]]<br />
*[[Tetris VS (Dragon)]]<br />
*[[Tetris VS (Saru Banana)]]<br />
<B>2003</B><br />
*[[Tetris (Free2Play)]]<br />
*[[Tetris (GoPlayTV)]]<br />
*[[Minna no Soft Series: Tetris Advance]]<br />
*[[Tetris (Blue Lava Wireless)]]<br />
*[[Tetris Cascade]]<br />
*[[Tetris Deluxe]]<br />
*[[Tetris Kiwamemichi]]<br />
<B>2004</B><br />
*[[Lighted Tetris]]<br />
*[[Play TV Legends Tetris]]<br />
*[[Tetris Elements]]<br />
*[[Tetris Tournament for Prizes]]<br />
*[[Tetris Tower 3D]]<br />
*[[Tetris Classic]]<br />
<B>2005</B><br />
*[[Big Screen Tetris]]<br />
*[[Tetris The Grand Master 3 Terror-Instinct]]<br />
*[[Tetris The Grand Master Ace]]<br />
<B>2006</B><br />
*[[Sega Ages 2500 Series Vol.28 Tetris Collection]]<br />
*[[Tetris Black]]<br />
*[[Tetris DS]]<br />
*[[Tetris Gold]]<br />
<B>Uncertain</B><br />
*[[Tetris (Oasys)]]<br />
*[[Tetris Payout]]<br />
*[[Tetris (Casio)]] <!-- "Casio Word Processor Application Soft" --><br />
*[[Tetris Jr. 2]]<br />
*[[Tetris Jr. III]]<br />
*[[Tetris 3 Minutes]] <!-- Japanese handheld --><br />
*[[Tetris (Sharp X1-Turbo)]]<br />
*[[Tetris (NEC PC-VA)]]<br />
*[[TETRIS.com]] <!-- Some sort of official Japanese handheld --><br />
<br />
==Other "-tris" games==<br />
Some games used the ''[[Tetris]]'' name or its '[[-tris]]' suffix in their titles, despite their distinctively different gameplay. Legal disputes make it unclear which early games used the name or suffix legally. The list below includes both licensed uses and uses by developers who have also made an official ''Tetris'' game.<br />
*[[Welltris]], 1989<br />
*[[Hatris]], 1990<br />
*[[Faces...Tris III]], 1991<br />
*[[Wordtris]], 1991<br />
*[[Tetris 2]], 1993<br />
*[[Tetris Flash]], 1993<br />
*[[Tetris Attack]], 1996<br />
*[[3D Tetris]], 1996<br />
*[[Tetrisphere]], 1997<br />
<br />
==Notable fan games==<br />
There are many fan made derivatives of ''Tetris''. Sometimes these games infringed on copyright and/or trademark, though nevertheless a number of them have fostered a large user base and have achieved some cultural importance. Other notables use of Tetris include: art medium (see [[Tetris Building]]), algorithmic exercises (see [[Tetris AI]]), and even testing equipment (as the game originally was made to do).<br />
<br />
*[[&#1058;&#1045;&#1058;&#1056;&#1048;&#1057; SEMIPRO-68k]] (aka Shimizu Tetris), 1989<br />
*[[Tetrinet]], 1997<br />
*[[Heboris]], 2001<br />
*[[Heboris Unofficial expansion]], 2003?<br />
*[[Tetrinet2]], 2001<br />
*[[Tetris Building]], 1995, 2000, 2002<br />
<br />
== Tetris as easter eggs ==<br />
Due to its relative easiness to program, Tetris is often used as an easter egg.<br />
* [http://www.gnu.org/software/emacs/manual/emacs.html#Amusements emacs]<br />
* [http://www.eeggs.com/items/43501.html Mac OS X] (part of emacs)<br />
* [http://www.eeggs.com/items/47291.html µTorrent] ( since 1.4.2 build 432)<br />
* [http://www.buraks.com/mxegg/ Flash MX]<br />
<br />
==See also==<br />
*[[Fan games]]</div>70.25.158.15http://tetris.wiki/index.php?title=Tetris_The_Absolute_The_Grand_Master_2&diff=4937Tetris The Absolute The Grand Master 22006-08-09T23:58:44Z<p>70.25.158.15: /* Death mode */</p>
<hr />
<div>{{Infobox |title = Tetris The Absolute The Grand Master 2<br />
|developer = Arika<br />
|publisher = Psikyo<br />
|released = 2000<br />
|platform = Psikyo arcade PCB<br />
|playfield = 10w<br />
|preview = 1<br />
|hold = No<br />
|hard = Yes (Sonic Drop)<br />
|SRS = [[TGM rotation]]<br />
}}<br />
'''Tetris The Absolute The Grand Master 2''' is the second arcade game in [[Arika]]'s [[TGM series]]. It is the first to introduce ''death mode,'' a faster variant of [[Drop#Gravity|20G]] mode.<br />
<br />
== Death Mode ==<br />
Tetrominoes always drop at 20G. To become a "death master", the player must meet two goals:<br />
#Get to level 500 within 3:25.00; this will require a sustained rate of at least 105 tetrominoes per minute.<br />
#Get to level 999.<br />
<br />
A video called ''Death 800'' has floated around the Internet under the name ''Tetris Japan Finals''. It is a video of a player reaching level 809 on death mode. Some other TGM2 death videos show the player winning.<br />
<br />
=== Timings ===<br />
The timings for death mode are as follows:<br />
{|<br />
! Level<br />
! [[ARE]]<br>(frames)<br />
! [[DAS]] delay<br>(frames)<br />
! [[Drop|Lock delay]]<br>(frames)<br />
! [[Line clear]] delay<br>(frames)<br />
|-<br />
| 000 - 099 || 15 || 12 || 30 || 8<br />
|-<br />
| 100 - 199 || 14 || 12 || 26 || 0<br />
|-<br />
| 200 - 299 || 14 || 11 || 22 || 0<br />
|-<br />
| 300 - 399 || 8 || 10 || 18 || 6<br />
|-<br />
| 400 - 999 || 7 || 8 || 15 || 5<br />
|}<br />
<br />
== References ==<br />
* [http://www.tetrisconcept.com/forum/viewtopic.php?p=2314#2314 Death mode timings]</div>70.25.158.15http://tetris.wiki/index.php?title=TGM_legend&diff=4436TGM legend2006-05-13T18:06:43Z<p>70.25.158.15: /* <span id="Acronyms"> Standard and usual acronyms </span>Image:50%.png */</p>
<hr />
<div>==<span id="Acronyms"> Standard and usual acronyms </span>[[Image:50%.png]]==<br />
* <tt>TGM :</tt> Tetris The Grand Master, used to refer to the serie in general.<br />
* <tt>TGM/TGM1 : </tt> Tetris The Grand Master, the first game of the serie. <br />
* <tt>TAP/TGM2 :</tt> Tetris The Absolute Grand Master 2 +.<br />
* <tt>Ti/TGM3 :</tt> Tetris The Grand Master 3 Terror Instinct.<br />
* <tt>ACE/TGMA :</tt> Tetris The Grand Master Ace.<br />
* <tt>ARS :</tt> [[#ARS|Arika Rotation System]].<br />
* <tt>SRS :</tt> [[#SRS|Super Rotation System]].<br />
* <tt>IRS :</tt> [[#IRS|Initial Rotation System]].<br />
* <tt>IHS :</tt> [[#IHS|Initial Hold System]].<br />
* <tt>GRS :</tt> [[#GRS|Grade Recognition System]].<br />
* <tt>TLS :</tt> [[#TLS|Temporary Landing System]].<br />
* <tt>TTC :</tt> The Tetris Company.<br />
* <tt>BPS :</tt> Bullet Proof Software / Blue Planet Software.<br><br><br><br><br><br />
<br />
== Basic Terms [[Image:25%.png]]==<br />
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.<br><br><br />
<br />
==== <span id="Block">Block </span>[[Image:25%.png]]====<br />
----<br />
A block is a single square grid cell. From this 1x1 cell makes components souch as tetrominoes, garbage, etc.<br><br><br><br />
<br />
==== <span id="Tetramino">Tetramino</span>[[Image:75%.png]]====<br />
----<br />
In Japanese or even in general common usage, the word "block" can refer to both a tetromino or single grid cell. Another annoying fact, is that there is several syntax for the same word:<br />
* Tetramino (commonly used in Japan, less used in USA)<br />
* Tetromino (most frequent in math journals and scholarly resources)<br />
* Tetrimino (TTC term)<br />
<br />
To avoid any confusion we will alway use the word "Tetramino" instead of "block," "piece," "tetra," etc. when in the context of TGM.<br />
<br />
Four blocks arranged into a shape make the tetramino. There exists seven different tetraminos, each one with a specific color. TGM inherits its tetramino 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, which means different initial orientations and tetromino colors. It is also a common usage to refering to them by a single letter instead of color : <br />
[[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><br />
<br />
==== <span id="Tetrion">Tetrion </span>[[Image:25%.png]]====<br />
----<br />
Sometimes called the "outfit Frame" or more simply the "box that surround the game". Certainly you have never heard about this word and you will never use it, but this is the official designation from TTC, and we only mention it for avoiding confusion between game part description and for example, the next definition.<br />
[[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><br />
<br />
==== <span id="Playfield">Playfield </span>[[Image:25%.png]]====<br />
----<br />
The playfield is surrounded by the tetrion. The standard size is fixed to a grid of ten blocks width and of twenty blocks height. In fact, the playfield's usable space is twenty-two blocks high. Two "vanished lines" are available on the upper part of the Tetrion. If you stack a Tetramino on these two lines, the blocks remaining will not be visible. They will become visible again with next cleared lines.<br />
[[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><br />
<br />
==== <span id="Stack">Stack </span>[[Image:25%.png]]====<br />
----<br />
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.<br />
[[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><br />
<br />
==== <span id="Garbage">Garbage </span>[[Image:25%.png]]====<br />
----<br />
Garbage is also part of the stack and is the consequence of your VS opponent's multiple cleared lines. Garbage appears from the bottom of the playfield and pushes 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 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.<br><br><br><br />
<br />
==== <span id="Row">Row </span>[[Image:25%.png]]====<br />
----<br />
Filling a line without a hole will produce a row, also simply called "cleared line." Rows are always deleted before the next tetramino distribution. The stack above the cleared row drops down to the row equivalent. There exists four different row denominations :<br><br />
* Single : One row.<br />
* Double : Two rows.<br />
* Triple : Three rows.<br />
* Tetris : Four rows.<br />
<br />
There is no explicit denomination when you clear more rows (eg. Big mode). <br><br><br><br />
<!-- Jagorochi, I don't know what you mean by this sentence. Could you clear it up for us? Thanks. --><br />
<br />
==== <span id="Tetris">Tetris </span>[[Image:25%.png]]====<br />
----<br />
Erasing four rows with the I tetramino rewards a Tetris.<br><br><br><br />
<br />
==== <span id="Combo">Combo </span>[[Image:25%.png]]====<br />
----<br />
Uninterrupted Rows sequence from a distributed tetramino continuation. Usually, a combo rewards more points, especially for rows which follow a Tetris (e.g. TGM1 & TAP).<br><br><br><br />
<br />
==== <span id="Bravo">Bravo </span>[[Image:25%.png]]====<br />
----<br />
When you succeed to clear all playfield stack content after a row, leaving nothing. 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 four.<br><br><br><br />
<br />
==== <span id="Frame">Frame </span>[[Image:25%.png]]====<br />
----<br />
Before becoming 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. <br />
<br />
Here is the basic of the gameplay process instruction order in ONE frame (draft) :<br />
# Input read<br />
# Gameplay process<br />
## Rotation<br />
## Shift (horizontal movement)<br />
## Gravity<br />
## Lock<br />
# Output update<br />
# Loop to one<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.<br />
<br><br><br />
<br />
<br />
==== <span id="DAS">Delayed Auto Shift (DAS) </span>[[Image:25%.png]]====<br />
----<br />
Auto shift is vital for gameplay of all Tetris games and allows a player to shift a tetramino automatically by holding left or right. Also called "zoom," the DAS (counted in frame) define the moment between holding a direction (left/right) and the moment the tetramino moves automatically. The DAS can be loaded during [[#ARE|ARE]]. In TGM1 the DAS was fixed to 15 frames, but in sequels the DAS become shorter as the game's speed increased.[[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><br />
<br />
==== <span id="Gravity">Gravity Unit (G)</span>[[Image:25%.png]]====<br />
----<br />
G is the gravity speed indice of TGM, it shows [dropped steps / frame]. For example, the slowest speed count is sixty-four frames for one dropped step and the fastest speed is twenty dropped steps for one frame. TGM field's height is 20, so max is 20G.<br />
[[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><br />
<br />
==== <span id="fast_Drop">Fast Drop [[Image:25%.png]]====<br />
----<br />
By holding the down direction, you can force the gravity to 1G, which means the active tetramino will step down faster. If gravity is higher than 1G, the fast drop is deactivated. In [[#ARS|ARS]], the [[#Lock_Delay|Lock Delay]] cancel and Fast Drop use the same input, so if the tetramino lands on the stack during Fast Drop it will lock instantly, unlike [[#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><br />
<br />
==== <span id="Sonic_Drop">Sonic Drop </span>[[Image:25%.png]]====<br />
----<br />
Sonic drop is a feature specific to [[#ARS|ARS]] and unavailable in TGM1. By pressing up, you can force the gravity to 20G during 1 frame. Visually you force the tetramino to land on the stack without locking (unlike [[#Sonic_Lock|sonic lock]]). Sonic drop allows you to place your tetramino in tight place very quickly and avoid the stacking error consequences of fast dropping. For beginners, sonic dropping with up may look strange, but interestingly allows the player to preform convenient [[#Zangi|Zangi-Moves]].<br><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><br />
<br />
==== <span id="Sonic_Lock">Sonic Lock </span>[[Image:25%.png]]====<br />
----<br />
Sonic Lock is a feature specific to [[#SRS|SRS]]. By pressing up, you force the tetramino to land onto the stack and lock immediately. At low gravity, Sonic Lock allows you to stack faster than [[#sonic_drop|Sonic Drop]] but doesn't make room for [[#Zangi|Zangi-Moves]] since the tetramino locks.<br />
[[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><br />
<br />
==== <span id="Lock_Delay">Lock Delay </span>[[Image:25%.png]]====<br />
----<br />
When the tetramino falls onto the stack, it doesn't lock immediately (e.g. 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 increases and critical when reaching 20G. The delay is expressed in frames and the tetramino automatically locks when reaching zero. Lock delay resets each time the tetramino drops one or more steps. [[#SRS|SRS]] also resets Lock Delay when the tetramino 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.<br />
[[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><br />
<br />
==== <span id="IRS">Initial Rotation System (IRS) </span>[[Image:25%.png]]====<br />
----<br />
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]].<br />
[[Image:TGM_Legend_IRS.gif|left|frame|...]]<br><br><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]]====<br />
----<br />
By pushing the Hold button, you can switch the active tetramino with a held tetramino. The new held tetramino orientation resets, and the new active tetramino is replaced on the playfield's top. By holding the hold button during [[#ARE|ARE]], the switch occurs before the next tetramino appears. IHS mellows the gameplay as the gravity increases and reaches 20G. Holding becomes unavailable (grey color) until the next distributed tetramino, since otherwise you could switch indefinitely. IHS can be coupled with [[#IRS|IRS]] and is a feature only available from TGM3 and TGM ACE.<br />
[[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><br />
<br />
==== <span id="TLS">Temporary Landing System (TLS) </span>[[Image:25%.png]]====<br />
----<br />
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]].<br />
[[Image:TGM_Legend_TLS.gif|left|frame|...]]<br><br><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]]====<br />
----<br />
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. If you are a beginner at TGM, the level is the best information to see your performances progress, rather than the chronometer.<br><br><br><br />
<br />
==== <span id="Level_Step">Level Step </span>[[Image:25%.png]]====<br />
----<br />
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.<br><br><br><br />
<br />
==== <span id="GRS">Grade Recognition System (GRS) </span>[[Image:25%.png]]====<br />
----<br />
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 :<br />
<br />
9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, Gm.<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 to obtain the Gm grade in TGM2 and TGM3 increases 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 100 Gm players in TGM2 Master Mode exist, and so far '''nobody''' obtained it in TGM3!<br><br><br><br />
<br />
==== <span id="Wall_Kick">Wall-Kick </span>[[Image:25%.png]]====<br />
----<br />
The wall kick is simply a way to mellow the rotation system. When you want to turn a tetramino and 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 different and less or more flexible. <br><br />
<br />
(several animated gif example to come...)<br />
<br><br><br><br />
<br />
==== <span id="Synchro">Synchro </span>[[Image:25%.png]]====<br />
----<br />
A Synchro move is the action to sucessfully input rotation and shift on the same [[#frame|frame]]. Although less useful in low gravity, but they become essential at 20G for enabling tricky tetramino movements and placements. <br><br><br><br />
<br />
==== <span id="ARS">Arika Rotation System (ARS)</span> [[Image:25%.png]]====<br />
----<br />
ARS is the native rotation system of TGM, and also called "Classic rules" in TGM3. The basics difference between ARS and SRS came with the [[#tetramino|tetramino shape color]], initial spawn orientation and wall kick rules. In term of gameplay there is more fondamental difference (eg Lock Delay reset), but with the release of TGM ACE, and the frankenstein mix result of ARS1 and ARS2 we should hold us with that.<br><br><br><br />
<br />
==== <span id="SRS">Super Rotation System (SRS) </span>[[Image:25%.png]]====<br />
----<br />
SRS is the rotation system edicted by the TTC guideline, and also called "World rules" in TGM3. although containing The word "super" (Henk Rogers's credit), SRS have no superior enhancement compared to ARS. The wall kick rules are more flexible, and infinite Lock delay reset design is strongly oriented for beginners.<br><br><br><br />
<br />
==== <span id="Zangi">Zangi-Moves </span>[[Image:25%.png]]====<br />
----Description<br />
Zangi-Moves are an original ARIKA technique introduced in TAP that are a consequence of the [[#sonic_drop|Sonic Drop]] feature. To perform it, 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 significant time by not having to return the stick to the neutral position.<br />
<br />
----Useage<br />
This move is most useful for tucking pieces underneath overhangs, an operation that costs much time in most other Tetris games. However, it is used even in situations where the speed gain is more subtle. For example, 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.<br />
<br />
----Etymology<br />
The word 'Zangi' comes from Zangief's (Street Fighter II) Spinning Pile Driver move, which requires stick rotation and feels similar.<br />
[[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><br><br />
<br />
== <span id="ARE">ARE </span>[[Image:75%.png]]==<br />
''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><br />
<br />
==== During ARE ==== <br />
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><br />
<br />
==== Word Origin ====<br />
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><br />
<br />
==== The Existence and Lack of ARE ====<br />
ARE is a vital gameplay factor in TGM, as its existence allows for many systems like 20G, DAS, IRS and IHS to exist. It does not exist, like most other features unique to TGM, in most games Tetris-Worlds reminiscent 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 guideline.</div>70.25.158.15http://tetris.wiki/index.php?title=TGM_legend&diff=4435TGM legend2006-05-13T17:57:55Z<p>70.25.158.15: </p>
<hr />
<div>==<span id="Acronyms"> Standard and usual acronyms </span>[[Image:50%.png]]==<br />
* <tt>TGM :</tt> Tetris The Grand Master, used to refer to the serie in general.<br />
* <tt>TGM1 : </tt> Tetris The Grand Master, the first game of the serie. <br />
* <tt>TAP/TGM2 :</tt> Tetris The Absolute Grand Master 2 +.<br />
* <tt>Ti/TGM3 :</tt> Tetris The Grand Master 3 Terror Instinct.<br />
* <tt>ACE/TGMA :</tt> Tetris The Grand Master Ace.<br />
* <tt>ARS :</tt> [[#ARS|Arika Rotation System]].<br />
* <tt>SRS :</tt> [[#SRS|Super Rotation System]].<br />
* <tt>IRS :</tt> [[#IRS|Initial Rotation System]].<br />
* <tt>IHS :</tt> [[#IHS|Initial Hold System]].<br />
* <tt>GRS :</tt> [[#GRS|Grade Recognition System]].<br />
* <tt>TLS :</tt> [[#TLS|Temporary Landing System]].<br />
* <tt>TTC :</tt> The Tetris Company.<br />
* <tt>BPS :</tt> Bullet Proof Software / Blue Planet Software.<br><br><br><br><br><br />
<br />
== Basic Terms [[Image:25%.png]]==<br />
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.<br><br><br />
<br />
==== <span id="Block">Block </span>[[Image:25%.png]]====<br />
----<br />
A block is a single square grid cell. From this 1x1 cell makes components souch as tetrominoes, garbage, etc.<br><br><br><br />
<br />
==== <span id="Tetramino">Tetramino</span>[[Image:75%.png]]====<br />
----<br />
In Japanese or even in general common usage, the word "block" can refer to both a tetromino or single grid cell. Another annoying fact, is that there is several syntax for the same word:<br />
* Tetramino (commonly used in Japan, less used in USA)<br />
* Tetromino (most frequent in math journals and scholarly resources)<br />
* Tetrimino (TTC term)<br />
<br />
To avoid any confusion we will alway use the word "Tetramino" instead of "block," "piece," "tetra," etc. when in the context of TGM.<br />
<br />
Four blocks arranged into a shape make the tetramino. There exists seven different tetraminos, each one with a specific color. TGM inherits its tetramino 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, which means different initial orientations and tetromino colors. It is also a common usage to refering to them by a single letter instead of color : <br />
[[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><br />
<br />
==== <span id="Tetrion">Tetrion </span>[[Image:25%.png]]====<br />
----<br />
Sometimes called the "outfit Frame" or more simply the "box that surround the game". Certainly you have never heard about this word and you will never use it, but this is the official designation from TTC, and we only mention it for avoiding confusion between game part description and for example, the next definition.<br />
[[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><br />
<br />
==== <span id="Playfield">Playfield </span>[[Image:25%.png]]====<br />
----<br />
The playfield is surrounded by the tetrion. The standard size is fixed to a grid of ten blocks width and of twenty blocks height. In fact, the playfield's usable space is twenty-two blocks high. Two "vanished lines" are available on the upper part of the Tetrion. If you stack a Tetramino on these two lines, the blocks remaining will not be visible. They will become visible again with next cleared lines.<br />
[[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><br />
<br />
==== <span id="Stack">Stack </span>[[Image:25%.png]]====<br />
----<br />
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.<br />
[[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><br />
<br />
==== <span id="Garbage">Garbage </span>[[Image:25%.png]]====<br />
----<br />
Garbage is also part of the stack and is the consequence of your VS opponent's multiple cleared lines. Garbage appears from the bottom of the playfield and pushes 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 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.<br><br><br><br />
<br />
==== <span id="Row">Row </span>[[Image:25%.png]]====<br />
----<br />
Filling a line without a hole will produce a row, also simply called "cleared line." Rows are always deleted before the next tetramino distribution. The stack above the cleared row drops down to the row equivalent. There exists four different row denominations :<br><br />
* Single : One row.<br />
* Double : Two rows.<br />
* Triple : Three rows.<br />
* Tetris : Four rows.<br />
<br />
There is no explicit denomination when you clear more rows (eg. Big mode). <br><br><br><br />
<!-- Jagorochi, I don't know what you mean by this sentence. Could you clear it up for us? Thanks. --><br />
<br />
==== <span id="Tetris">Tetris </span>[[Image:25%.png]]====<br />
----<br />
Erasing four rows with the I tetramino rewards a Tetris.<br><br><br><br />
<br />
==== <span id="Combo">Combo </span>[[Image:25%.png]]====<br />
----<br />
Uninterrupted Rows sequence from a distributed tetramino continuation. Usually, a combo rewards more points, especially for rows which follow a Tetris (e.g. TGM1 & TAP).<br><br><br><br />
<br />
==== <span id="Bravo">Bravo </span>[[Image:25%.png]]====<br />
----<br />
When you succeed to clear all playfield stack content after a row, leaving nothing. 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 four.<br><br><br><br />
<br />
==== <span id="Frame">Frame </span>[[Image:25%.png]]====<br />
----<br />
Before becoming 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. <br />
<br />
Here is the basic of the gameplay process instruction order in ONE frame (draft) :<br />
# Input read<br />
# Gameplay process<br />
## Rotation<br />
## Shift (horizontal movement)<br />
## Gravity<br />
## Lock<br />
# Output update<br />
# Loop to one<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.<br />
<br><br><br />
<br />
<br />
==== <span id="DAS">Delayed Auto Shift (DAS) </span>[[Image:25%.png]]====<br />
----<br />
Auto shift is vital for gameplay of all Tetris games and allows a player to shift a tetramino automatically by holding left or right. Also called "zoom," the DAS (counted in frame) define the moment between holding a direction (left/right) and the moment the tetramino moves automatically. The DAS can be loaded during [[#ARE|ARE]]. In TGM1 the DAS was fixed to 15 frames, but in sequels the DAS become shorter as the game's speed increased.[[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><br />
<br />
==== <span id="Gravity">Gravity Unit (G)</span>[[Image:25%.png]]====<br />
----<br />
G is the gravity speed indice of TGM, it shows [dropped steps / frame]. For example, the slowest speed count is sixty-four frames for one dropped step and the fastest speed is twenty dropped steps for one frame. TGM field's height is 20, so max is 20G.<br />
[[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><br />
<br />
==== <span id="fast_Drop">Fast Drop [[Image:25%.png]]====<br />
----<br />
By holding the down direction, you can force the gravity to 1G, which means the active tetramino will step down faster. If gravity is higher than 1G, the fast drop is deactivated. In [[#ARS|ARS]], the [[#Lock_Delay|Lock Delay]] cancel and Fast Drop use the same input, so if the tetramino lands on the stack during Fast Drop it will lock instantly, unlike [[#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><br />
<br />
==== <span id="Sonic_Drop">Sonic Drop </span>[[Image:25%.png]]====<br />
----<br />
Sonic drop is a feature specific to [[#ARS|ARS]] and unavailable in TGM1. By pressing up, you can force the gravity to 20G during 1 frame. Visually you force the tetramino to land on the stack without locking (unlike [[#Sonic_Lock|sonic lock]]). Sonic drop allows you to place your tetramino in tight place very quickly and avoid the stacking error consequences of fast dropping. For beginners, sonic dropping with up may look strange, but interestingly allows the player to preform convenient [[#Zangi|Zangi-Moves]].<br><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><br />
<br />
==== <span id="Sonic_Lock">Sonic Lock </span>[[Image:25%.png]]====<br />
----<br />
Sonic Lock is a feature specific to [[#SRS|SRS]]. By pressing up, you force the tetramino to land onto the stack and lock immediately. At low gravity, Sonic Lock allows you to stack faster than [[#sonic_drop|Sonic Drop]] but doesn't make room for [[#Zangi|Zangi-Moves]] since the tetramino locks.<br />
[[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><br />
<br />
==== <span id="Lock_Delay">Lock Delay </span>[[Image:25%.png]]====<br />
----<br />
When the tetramino falls onto the stack, it doesn't lock immediately (e.g. 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 increases and critical when reaching 20G. The delay is expressed in frames and the tetramino automatically locks when reaching zero. Lock delay resets each time the tetramino drops one or more steps. [[#SRS|SRS]] also resets Lock Delay when the tetramino 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.<br />
[[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><br />
<br />
==== <span id="IRS">Initial Rotation System (IRS) </span>[[Image:25%.png]]====<br />
----<br />
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]].<br />
[[Image:TGM_Legend_IRS.gif|left|frame|...]]<br><br><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]]====<br />
----<br />
By pushing the Hold button, you can switch the active tetramino with a held tetramino. The new held tetramino orientation resets, and the new active tetramino is replaced on the playfield's top. By holding the hold button during [[#ARE|ARE]], the switch occurs before the next tetramino appears. IHS mellows the gameplay as the gravity increases and reaches 20G. Holding becomes unavailable (grey color) until the next distributed tetramino, since otherwise you could switch indefinitely. IHS can be coupled with [[#IRS|IRS]] and is a feature only available from TGM3 and TGM ACE.<br />
[[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><br />
<br />
==== <span id="TLS">Temporary Landing System (TLS) </span>[[Image:25%.png]]====<br />
----<br />
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]].<br />
[[Image:TGM_Legend_TLS.gif|left|frame|...]]<br><br><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]]====<br />
----<br />
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. If you are a beginner at TGM, the level is the best information to see your performances progress, rather than the chronometer.<br><br><br><br />
<br />
==== <span id="Level_Step">Level Step </span>[[Image:25%.png]]====<br />
----<br />
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.<br><br><br><br />
<br />
==== <span id="GRS">Grade Recognition System (GRS) </span>[[Image:25%.png]]====<br />
----<br />
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 :<br />
<br />
9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, Gm.<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 to obtain the Gm grade in TGM2 and TGM3 increases 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 100 Gm players in TGM2 Master Mode exist, and so far '''nobody''' obtained it in TGM3!<br><br><br><br />
<br />
==== <span id="Wall_Kick">Wall-Kick </span>[[Image:25%.png]]====<br />
----<br />
The wall kick is simply a way to mellow the rotation system. When you want to turn a tetramino and 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 different and less or more flexible. <br><br />
<br />
(several animated gif example to come...)<br />
<br><br><br><br />
<br />
==== <span id="Synchro">Synchro </span>[[Image:25%.png]]====<br />
----<br />
A Synchro move is the action to sucessfully input rotation and shift on the same [[#frame|frame]]. Although less useful in low gravity, but they become essential at 20G for enabling tricky tetramino movements and placements. <br><br><br><br />
<br />
==== <span id="ARS">Arika Rotation System (ARS)</span> [[Image:25%.png]]====<br />
----<br />
ARS is the native rotation system of TGM, and also called "Classic rules" in TGM3. The basics difference between ARS and SRS came with the [[#tetramino|tetramino shape color]], initial spawn orientation and wall kick rules. In term of gameplay there is more fondamental difference (eg Lock Delay reset), but with the release of TGM ACE, and the frankenstein mix result of ARS1 and ARS2 we should hold us with that.<br><br><br><br />
<br />
==== <span id="SRS">Super Rotation System (SRS) </span>[[Image:25%.png]]====<br />
----<br />
SRS is the rotation system edicted by the TTC guideline, and also called "World rules" in TGM3. although containing The word "super" (Henk Rogers's credit), SRS have no superior enhancement compared to ARS. The wall kick rules are more flexible, and infinite Lock delay reset design is strongly oriented for beginners.<br><br><br><br />
<br />
==== <span id="Zangi">Zangi-Moves </span>[[Image:25%.png]]====<br />
----Description<br />
Zangi-Moves are an original ARIKA technique introduced in TAP that are a consequence of the [[#sonic_drop|Sonic Drop]] feature. To perform it, 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 significant time by not having to return the stick to the neutral position.<br />
<br />
----Useage<br />
This move is most useful for tucking pieces underneath overhangs, an operation that costs much time in most other Tetris games. However, it is used even in situations where the speed gain is more subtle. For example, 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.<br />
<br />
----Etymology<br />
The word 'Zangi' comes from Zangief's (Street Fighter II) Spinning Pile Driver move, which requires stick rotation and feels similar.<br />
[[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><br><br />
<br />
== <span id="ARE">ARE </span>[[Image:75%.png]]==<br />
''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><br />
<br />
==== During ARE ==== <br />
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><br />
<br />
==== Word Origin ====<br />
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><br />
<br />
==== The Existence and Lack of ARE ====<br />
ARE is a vital gameplay factor in TGM, as its existence allows for many systems like 20G, DAS, IRS and IHS to exist. It does not exist, like most other features unique to TGM, in most games Tetris-Worlds reminiscent 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 guideline.</div>70.25.158.15http://tetris.wiki/index.php?title=TGM_legend&diff=4434TGM legend2006-05-13T17:56:19Z<p>70.25.158.15: /* <span id="Zangi">Zangi-Moves </span>Image:25%.png */</p>
<hr />
<div>==<span id="Acronyms"> Standard and usual acronyms </span>[[Image:50%.png]]==<br />
* <tt>TGM :</tt> Tetris The Grand Master, used to refer to the serie in general.<br />
* <tt>TGM1 : </tt> Tetris The Grand Master, the first game of the serie. <br />
* <tt>TAP/TGM2 :</tt> Tetris The Absolute Grand Master 2 +.<br />
* <tt>Ti/TGM3 :</tt> Tetris The Grand Master 3 Terror Instinct.<br />
* <tt>ACE/TGMA :</tt> Tetris The Grand Master Ace.<br />
* <tt>ARS :</tt> [[#ARS|Arika Rotation System]].<br />
* <tt>SRS :</tt> [[#SRS|Super Rotation System]].<br />
* <tt>IRS :</tt> [[#IRS|Initial Rotation System]].<br />
* <tt>IHS :</tt> [[#IHS|Initial Hold System]].<br />
* <tt>GRS :</tt> [[#GRS|Grade Recognition System]].<br />
* <tt>TLS :</tt> [[#TLS|Temporary Landing System]].<br />
* <tt>TTC :</tt> The Tetris Company.<br />
* <tt>BPS :</tt> Bullet Proof Software / Blue Planet Software.<br><br><br><br><br><br />
<br />
== Basic Terms [[Image:25%.png]]==<br />
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.<br><br><br />
<br />
==== <span id="Block">Block </span>[[Image:25%.png]]====<br />
----<br />
A block is a single square grid cell. From this 1x1 cell makes components souch as tetrominoes, garbage, etc.<br><br><br><br />
<br />
==== <span id="Tetramino">Tetramino</span>[[Image:75%.png]]====<br />
----<br />
In Japanese or even in general common usage, the word "block" can refer to both a tetromino or single grid cell. Another annoying fact, is that there is several syntax for the same word:<br />
* Tetramino (commonly used in Japan, less used in USA)<br />
* Tetromino (most frequent in math journals and scholarly resources)<br />
* Tetrimino (TTC term)<br />
<br />
To avoid any confusion we will alway use the word "Tetramino" instead of "block," "piece," "tetra," etc. when in the context of TGM.<br />
<br />
Four blocks arranged into a shape make the tetramino. There exists seven different tetraminos, each one with a specific color. TGM inherits its tetramino 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, which means different initial orientations and tetromino colors. It is also a common usage to refering to them by a single letter instead of color : <br />
[[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><br />
<br />
==== <span id="Tetrion">Tetrion </span>[[Image:25%.png]]====<br />
----<br />
Sometimes called the "outfit Frame" or more simply the "box that surround the game". Certainly you have never heard about this word and you will never use it, but this is the official designation from TTC, and we only mention it for avoiding confusion between game part description and for example, the next definition.<br />
[[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><br />
<br />
==== <span id="Playfield">Playfield </span>[[Image:25%.png]]====<br />
----<br />
The playfield is surrounded by the tetrion. The standard size is fixed to a grid of ten blocks width and of twenty blocks height. In fact, the playfield's usable space is twenty-two blocks high. Two "vanished lines" are available on the upper part of the Tetrion. If you stack a Tetramino on these two lines, the blocks remaining will not be visible. They will become visible again with next cleared lines.<br />
[[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><br />
<br />
==== <span id="Stack">Stack </span>[[Image:25%.png]]====<br />
----<br />
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.<br />
[[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><br />
<br />
==== <span id="Garbage">Garbage </span>[[Image:25%.png]]====<br />
----<br />
Garbage is also part of the stack and is the consequence of your VS opponent's multiple cleared lines. Garbage appears from the bottom of the playfield and pushes 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 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.<br><br><br><br />
<br />
==== <span id="Row">Row </span>[[Image:25%.png]]====<br />
----<br />
Filling a line without a hole will produce a row, also simply called "cleared line." Rows are always deleted before the next tetramino distribution. The stack above the cleared row drops down to the row equivalent. There exists four different row denominations :<br><br />
* Single : One row.<br />
* Double : Two rows.<br />
* Triple : Three rows.<br />
* Tetris : Four rows.<br />
<br />
There is no explicit denomination when you clear more rows (eg. Big mode). <br><br><br><br />
<!-- Jagorochi, I don't know what you mean by this sentence. Could you clear it up for us? Thanks. --><br />
<br />
==== <span id="Tetris">Tetris </span>[[Image:25%.png]]====<br />
----<br />
Erasing four rows with the I tetramino rewards a Tetris.<br><br><br><br />
<br />
==== <span id="Combo">Combo </span>[[Image:25%.png]]====<br />
----<br />
Uninterrupted Rows sequence from a distributed tetramino continuation. Usually, a combo rewards more points, especially for rows which follow a Tetris (e.g. TGM1 & TAP).<br><br><br><br />
<br />
==== <span id="Bravo">Bravo </span>[[Image:25%.png]]====<br />
----<br />
When you succeed to clear all playfield stack content after a row, leaving nothing. 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 four.<br><br><br><br />
<br />
==== <span id="Frame">Frame </span>[[Image:25%.png]]====<br />
----<br />
Before becoming 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. <br />
<br />
Here is the basic of the gameplay process instruction order in ONE frame (draft) :<br />
# Input read<br />
# Gameplay process<br />
## Rotation<br />
## Shift (horizontal movement)<br />
## Gravity<br />
## Lock<br />
# Output update<br />
# Loop to one<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.<br />
<br><br><br />
<br />
<br />
==== <span id="DAS">Delayed Auto Shift (DAS) </span>[[Image:25%.png]]====<br />
----<br />
Auto shift is vital for gameplay of all Tetris games and allows a player to shift a tetramino automatically by holding left or right. Also called "zoom," the DAS (counted in frame) define the moment between holding a direction (left/right) and the moment the tetramino moves automatically. The DAS can be loaded during [[#ARE|ARE]]. In TGM1 the DAS was fixed to 15 frames, but in sequels the DAS become shorter as the game's speed increased.[[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><br />
<br />
==== <span id="Gravity">Gravity Unit (G)</span>[[Image:25%.png]]====<br />
----<br />
G is the gravity speed indice of TGM, it shows [dropped steps / frame]. For example, the slowest speed count is sixty-four frames for one dropped step and the fastest speed is twenty dropped steps for one frame. TGM field's height is 20, so max is 20G.<br />
[[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><br />
<br />
==== <span id="fast_Drop">Fast Drop [[Image:25%.png]]====<br />
----<br />
By holding the down direction, you can force the gravity to 1G, which means the active tetramino will step down faster. If gravity is higher than 1G, the fast drop is deactivated. In [[#ARS|ARS]], the [[#Lock_Delay|Lock Delay]] cancel and Fast Drop use the same input, so if the tetramino lands on the stack during Fast Drop it will lock instantly, unlike [[#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><br />
<br />
==== <span id="Sonic_Drop">Sonic Drop </span>[[Image:25%.png]]====<br />
----<br />
Sonic drop is a feature specific to [[#ARS|ARS]] and unavailable in TGM1. By pressing up, you can force the gravity to 20G during 1 frame. Visually you force the tetramino to land on the stack without locking (unlike [[#Sonic_Lock|sonic lock]]). Sonic drop allows you to place your tetramino in tight place very quickly and avoid the stacking error consequences of fast dropping. For beginners, sonic dropping with up may look strange, but interestingly allows the player to preform convenient [[#Zangi|Zangi-Moves]].<br><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><br />
<br />
==== <span id="Sonic_Lock">Sonic Lock </span>[[Image:25%.png]]====<br />
----<br />
Sonic Lock is a feature specific to [[#SRS|SRS]]. By pressing up, you force the tetramino to land onto the stack and lock immediately. At low gravity, Sonic Lock allows you to stack faster than [[#sonic_drop|Sonic Drop]] but doesn't make room for [[#Zangi|Zangi-Moves]] since the tetramino locks.<br />
[[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><br />
<br />
==== <span id="Lock_Delay">Lock Delay </span>[[Image:25%.png]]====<br />
----<br />
When the tetramino falls onto the stack, it doesn't lock immediately (e.g. 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 increases and critical when reaching 20G. The delay is expressed in frames and the tetramino automatically locks when reaching zero. Lock delay resets each time the tetramino drops one or more steps. [[#SRS|SRS]] also resets Lock Delay when the tetramino 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.<br />
[[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><br />
<br />
==== <span id="IRS">Initial Rotation System (IRS) </span>[[Image:25%.png]]====<br />
----<br />
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]].<br />
[[Image:TGM_Legend_IRS.gif|left|frame|...]]<br><br><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]]====<br />
----<br />
By pushing the Hold button, you can switch the active tetramino with a held tetramino. The new held tetramino orientation resets, and the new active tetramino is replaced on the playfield's top. By holding the hold button during [[#ARE|ARE]], the switch occurs before the next tetramino appears. IHS mellows the gameplay as the gravity increases and reaches 20G. Holding becomes unavailable (grey color) until the next distributed tetramino, since otherwise you could switch indefinitely. IHS can be coupled with [[#IRS|IRS]] and is a feature only available from TGM3 and TGM ACE.<br />
[[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><br />
<br />
==== <span id="TLS">Temporary Landing System (TLS) </span>[[Image:25%.png]]====<br />
----<br />
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]].<br />
[[Image:TGM_Legend_TLS.gif|left|frame|...]]<br><br><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]]====<br />
----<br />
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. If you are a beginner at TGM, the level is the best information to see your performances progress, rather than the chronometer.<br><br><br><br />
<br />
==== <span id="Level_Step">Level Step </span>[[Image:25%.png]]====<br />
----<br />
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.<br><br><br><br />
<br />
==== <span id="GRS">Grade Recognition System (GRS) </span>[[Image:25%.png]]====<br />
----<br />
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 :<br />
<br />
9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, Gm.<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 to obtain the Gm grade in TGM2 and TGM3 increases 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 100 Gm players in TGM2 Master Mode exist, and so far '''nobody''' obtained it in TGM3!<br><br><br><br />
<br />
==== <span id="Wall_Kick">Wall-Kick </span>[[Image:25%.png]]====<br />
----<br />
The wall kick is simply a way to mellow the rotation system. When you want to turn a tetramino and 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 different and less or more flexible. <br><br />
<br />
(several animated gif example to come...)<br />
<br><br><br><br />
<br />
==== <span id="Synchro">Synchro </span>[[Image:25%.png]]====<br />
----<br />
A Synchro move is the action to sucessfully input rotation and shift on the same [[#frame|frame]]. Although less useful in low gravity, but they become essential at 20G for enabling tricky tetramino movements and placements. <br><br><br><br />
<br />
==== <span id="ARS">Arika Rotation System (ARS)</span> [[Image:25%.png]]====<br />
----<br />
ARS is the native rotation system of TGM, and also called "Classic rules" in TGM3. The basics difference between ARS and SRS came with the [[#tetramino|tetramino shape color]], initial spawn orientation and wall kick rules. In term of gameplay there is more fondamental difference (eg Lock Delay reset), but with the release of TGM ACE, and the frankenstein mix result of ARS1 and ARS2 we should hold us with that.<br><br><br><br />
<br />
==== <span id="SRS">Super Rotation System (SRS) </span>[[Image:25%.png]]====<br />
----<br />
SRS is the rotation system edicted by the TTC guideline, and also called "World rules" in TGM3. although containing The word "super" (Henk Rogers's credit), SRS have no superior enhancement compared to ARS. The wall kick rules are more flexible, and infinite Lock delay reset design is strongly oriented for beginners.<br><br><br><br />
<br />
==== <span id="Zangi">Zangi-Moves </span>[[Image:25%.png]]====<br />
----<br />
==== <span id="Zangi">Zangi-Moves </span>[[Image:25%.png]]====<br />
----Description<br />
Zangi-Moves are an original ARIKA technique introduced in TAP that are a consequence of the [[#sonic_drop|Sonic Drop]] feature. To perform it, 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 significant time by not having to return the stick to the neutral position.<br />
<br />
----Useage<br />
This move is most useful for tucking pieces underneath overhangs, an operation that costs much time in most other Tetris games. However, it is used even in situations where the speed gain is more subtle. For example, 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.<br />
<br />
----Etymology<br />
The word 'Zangi' comes from Zangief's (Street Fighter II) Spinning Pile Driver move, which requires stick rotation and feels similar.<br />
[[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><br><br />
<br />
== <span id="ARE">ARE </span>[[Image:75%.png]]==<br />
''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><br />
<br />
==== During ARE ==== <br />
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><br />
<br />
==== Word Origin ====<br />
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><br />
<br />
==== The Existence and Lack of ARE ====<br />
ARE is a vital gameplay factor in TGM, as its existence allows for many systems like 20G, DAS, IRS and IHS to exist. It does not exist, like most other features unique to TGM, in most games Tetris-Worlds reminiscent 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 guideline.</div>70.25.158.15http://tetris.wiki/index.php?title=TGM_legend&diff=4302TGM legend2006-04-18T15:50:05Z<p>70.25.158.15: /* <span id="Tetra">Tetra/Tetramino/piece </span>Image:75%.png */</p>
<hr />
<div>== Wiki Animated Gif Template [[Image:25%.png]]==<br />
To give you a quick and Easy way to understand the behavior of TGM, an application have been developed by Jagorochi for fast and easy production of animated gif. The output animation can really look's like the original game, but due to the TTC agressive copyright policies we are not using original game graphics, but a standardized set instead.<br />
<br />
Also we notice that there is some "display and animation timing problem" with Internet Explorer, so we encourage you to migrate to a more reliable solution like [http://www.firefox.com/ Firefox]for example.<br />
<br />
There is several Rotation System in TGM, and since we can't produce animated gif for all Systems, by default the template will use the [[#ARS|ARS]], except in particulars cases. <br />
[[Image:Red_Blue_Pills.jpg|left|frame| Choose your fate...]]<br><br><br><br><br><br><br><br><br><br><br />
<br />
==<span id="Acronyms"> Standard and usual acronyms </span>[[Image:50%.png]]==<br />
* <tt>TGM :</tt> Tetris The Grand Master (is often used to refer to the serie in general).<br />
* <tt>TAP :</tt> Tetris The Absolute Grand Master 2 +.<br />
* <tt>Ti :</tt> Tetris The Grand Master 3 Terror Instinct.<br />
* <tt>ARS :</tt> [[#ARS|Arika Rotation System]].<br />
* <tt>SRS :</tt> [[#SRS|Super Rotation System]].<br />
* <tt>IRS :</tt> [[#IRS|Initial Rotating System]].<br />
* <tt>IHS :</tt> [[#IHS|Initial Holding System]].<br />
* <tt>GRS :</tt> [[#GRS|Grade Recognition System]].<br />
* <tt>TLS :</tt> [[#TLS|Temporary Landing System]].<br />
* <tt>AT :</tt> Active Tetra.<br />
* <tt>NT :</tt> Next Tetra.<br />
* <tt>TTC :</tt> The Tetris Company.<br />
* <tt>BPS :</tt> Bullet Proof Software / Blue Planet Software (right ?).<br><br><br><br><br><br />
<br />
== Basic Terms [[Image:25%.png]]==<br />
There is a lot of appelation standard on Tetris Games and TGM have interesting specification. To avoid confusion we list here the basic.<br><br><br />
<br />
==== <span id="Block">Block </span>[[Image:25%.png]]====<br />
----<br />
The Block is a single square grid cell.<br><br><br />
<br />
==== <span id="Tetra">Tetra/Tetramino/piece </span>[[Image:75%.png]]====<br />
----<br />
In Japanese or even in general common usage, the word "block" can refer to both Tetra piece or single grid cell. Another annoying fact, is that there is several syntaxe for the same word :<br />
* Tetramino (commonly used is Japan)<br />
* Tetromino (mathematical term)<br />
* Tetrimino (TTC term)<br />
<br />
To avoid confusion we will always use the short word ''Tetra'' from Greek witch mean "four".<br />
<br />
<br />
4 blocks arranged into a shape give the tetra. There is 7 differents tetra, 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 has been added, witch mean different initial orientation and block color shape. To avoid confusion we are always refering to them by a single letter instead of color : <br />
[[Image:TGM Legend tetriminos.png|left|464px|thumb|I, L, J, S, Z, T and O Tetra from the ARS.]][[Image:TGM_Legend_Tetra_SRS.png|left|464px|thumb|I, L, J, S, Z, T and O Tetra from the SRS.]]<br><br><br><br><br><br><br><br />
<br />
==== <span id="Tetrion">Tetrion </span>[[Image:25%.png]]====<br />
----<br />
Sometimes called the "outfit Frame" or more simply the "box that surround the game". Certainly you have never hear about this word but this is the official designation from TTC. You will also never use it but i just mension it for avoiding confusion between game part description and for example, the next definition.<br />
[[Image:TGM_Tetrion_1.png|left|frame|TAP Easy]][[Image:TGM_Tetrion_2.png|left|frame|TAP Master]][[Image:TGM_Tetrion_3.png|left|frame|TAP Death]][[Image:TGM_Tetrion_4.png|left|frame|TAP TGM+]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br />
<br />
==== <span id="Playfield">PlayField </span>[[Image:25%.png]]====<br />
----<br />
The playfield is surrounded by the tetrion. The standard size is fixed to a grid of 10 blocks length and 20 blocks height.<br />
[[Image:TGM_Legend_Playfield.png|left|frame|Filling blocks example]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br />
<br />
==== <span id="Stack">Stack </span>[[Image:25%.png]]====<br />
----<br />
Stack definition.<br />
<br />
<br />
==== <span id="StackFall">StackFall </span>[[Image:25%.png]]====<br />
----<br />
StackFall definition.<br />
<br />
<br />
==== <span id="Row">Row </span>[[Image:25%.png]]====<br />
----<br />
Row definition.<br />
do we add entry for double and triple ?<br />
<br />
<br />
==== <span id="Tetris">Tetris </span>[[Image:25%.png]]====<br />
----<br />
Tetris definition.<br />
To erase 4 lines.<br />
<br />
<br />
==== <span id="Combo">Combo </span>[[Image:25%.png]]====<br />
----<br />
Combo definition.<br />
To erase 2 or more lines continuously. To erase 1 line is allowed to continue Combo, but it's not counted.<br />
<br />
<br />
==== <span id="Bravo">Bravo </span>[[Image:25%.png]]====<br />
----<br />
Bravo definition.<br />
To clear the field. a.k.a. All clear.<br />
<br />
<br />
==== <span id="Frame">Frame </span>[[Image:25%.png]]====<br />
----<br />
Frame definition.<br />
<br />
<br />
==== <span id="Step">Step </span>[[Image:25%.png]]====<br />
----<br />
Step definition.<br />
<br />
<br />
==== <span id="Shift">Move/shift </span>[[Image:25%.png]]====<br />
----<br />
Move definition.<br />
<br />
<br />
==== <span id="Rotation">Rotation </span>[[Image:25%.png]]====<br />
----<br />
Rotation definition.<br />
<br />
<br />
==== <span id="DAS">Delayed Auto Shift (DAS) </span>[[Image:25%.png]]====<br />
----<br />
DAS definition.<br />
[[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 />
==== <span id="Gravity">Gravity Unit (G)</span>[[Image:25%.png]]====<br />
----<br />
Gravity definition.<br />
it shows [drop lines / frame]. TGM field's height is 20, so max is 20G.<br><br />
[[Image:TGM legend 0.0156G.gif|left|frame|0.0156G]][[Image:TGM legend 1G.gif|left|frame|1G]][[Image:TGM Legend 5G.gif|left|frame|5G]][[Image:TGM Legend 20G.gif|left|frame|20G]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br />
<br />
==== <span id="Drop">Drop [[Image:25%.png]]====<br />
----<br />
Drop definition.<br />
<br />
<br />
==== <span id="Sonic_Drop">Sonic Drop </span>[[Image:25%.png]]====<br />
----<br />
Sonic Drop definition.<br />
force landing a current block.<br />
<br />
<br />
==== <span id="Lock_Delay">lock Delay </span>[[Image:25%.png]]====<br />
----<br />
Lock Delay definition.<br />
[[Image:TGM_Legend_Lock_Delay_1.gif|left|frame|...]][[Image:TGM_Legend_Lock_Delay_2.gif|left|frame|...]][[Image:TGM_Legend_Lock_Delay_3.gif|left|frame|...]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br />
<br />
==== <span id="IRS">Initial Rotating System (IRS) </span>[[Image:25%.png]]====<br />
----<br />
IRS definition.<br />
[[Image:TGM_Legend_IRS.gif|left|frame|...]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br />
<br />
==== <span id="IHS">Initial Holding System (IHS)</span>[[Image:25%.png]]====<br />
----<br />
IHS definition.<br />
<br />
<br />
==== <span id="TLS">Temporary Landing System (TLS) </span>[[Image:25%.png]]====<br />
----<br />
TLS definition.<br />
[[Image:TGM_Legend_TLS.gif|left|frame|...]]<br><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]]====<br />
----<br />
Level definition.<br />
it shows game progress state. Level = Number of appeared Blocks + Number of erased Lines.<br />
<br />
<br />
==== <span id="Level_Step">Level Step </span>[[Image:25%.png]]====<br />
----<br />
LevelStep definition.<br />
Normally the level increases by a block appearing, but if the level is x99(like 099, 199, ...) then we can increase Level only to erase lines.<br />
<br />
<br />
==== <span id="GRS">Grade Recognition System (GRS) </span>[[Image:25%.png]]====<br />
----<br />
GRS definition.<br />
<br />
<br />
==== <span id="WallKick">WallKick </span>[[Image:25%.png]]====<br />
----<br />
WallKick definition.<br />
<br />
<br />
==== <span id="Synchro">Synchro </span>[[Image:25%.png]]====<br />
----<br />
Synchro definition.<br />
<br />
<br />
==== <span id="ARS">Arika Rotating System (ARS)</span> [[Image:25%.png]]====<br />
----<br />
ARS definition.<br />
<br />
<br />
==== <span id="SRS">Super Rotating System (SRS) </span>[[Image:25%.png]]====<br />
----<br />
SRS definition.<br />
<br />
<br />
== <span id="ARE">ARE </span>[[Image:75%.png]]==<br />
''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><br />
<br />
==== During ARE ==== <br />
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]], [[IRS]] and [[IHS]] actions which will be processed in the moment ARE finishes and the next piece appears.<br><br><br />
<br />
==== Word Origin ====<br />
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><br />
<br />
==== The Existence and Lack of ARE ====<br />
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.</div>70.25.158.15