http://tetris.wiki/api.php?action=feedcontributions&user=71.193.11.72&feedformat=atomTetrisWiki - User contributions [en]2024-03-28T09:32:17ZUser contributionsMediaWiki 1.39.3http://tetris.wiki/index.php?title=Super_Tetris_3&diff=5214Super Tetris 32009-06-07T23:00:19Z<p>71.193.11.72: </p>
<hr />
<div>{{Infobox |title = Super Tetris 3<br />
|developer = BPS<br />
|publisher = BPS<br />
|released = December 16, 1994<br />
|platform = Super Famicom<br />
}}<br />
<br />
[[Category:Games List]]<br />
<br />
<br />
This game uses SRS, but without wallkicks, as well as non standard piece colors. Randomizer is apparently memoryless, or close to it.<br />
<br />
The game does have lock delay, and uses step reset, and has smooth fall and rotate animation, just like The New Tetris (with all of it's problems with overhangs)<br />
<br />
It has the following modes.<br />
<br />
Standard tetris. This is either Endless (the standard tetris we know and love) or Standard. Standard has 25 lines to clear to advance to the next level, and clears the screen for each level. It also gives you three lives, allowing two topouts without ending the game. Standard plays like the original BPS Famicom version of tetris did.<br />
<br />
Magicaliss. Pieces have a color, reg, green, or blue, which can be changed by rotating 4 times in the same direction. Clearing a line that is one solid color erases all blocks that match the color. There are also wild blocks, which count as all colors, but are not removed by a single color clear, and smaller, grey blocks, which are never removed in a line clear. The only way to remove a grey block is to do a single color line clear with no grey blocks in it, which converts all grey blocks to the color. (it may be possible to make an entire line of grey blocks, but i've been unable to do it.) The game features cascade gravity after a single color line clear. Again, endless and standard are available<br />
<br />
Sparkliss. This plays very similarly to Bombliss, except that the "bombs" explode bomberman style, only erasing in their column and row. This, naturally, makes the playfield harder to clear than in the original Bombliss.Any swuare surrounded with explosions also vanish. This has contest mode, and a puzzle mode, where you have a fixed sequence of limited pieces ot clear the startign pattern.<br />
<br />
Famliss. This allows 4 simultaneous players, and in fact requires it. If you try to only start one player, it will tell you to go get your family, and refuse to start. (!) People can play independent games, or versus games, i believe.<br />
<br />
This game is also notable for it's remix of the original BPS tune from the old Famicom tetris, Technotris.</div>71.193.11.72http://tetris.wiki/index.php?title=DTET&diff=682DTET2009-06-07T18:08:01Z<p>71.193.11.72: /* Links */</p>
<hr />
<div>{{Infobox |title = DTET<br />
|developer = Mihys<br />
|publisher = N/A<br />
|released = 2003? (First release)<br />
|platform = Microsoft Windows<br>(tested to run on XP, but not Vista)<br />
|preview = 0-3, 25<br />
|hold = No<br />
|hard = No (NORMAL level)<br>Yes (HARD, ADVANCE or FINAL level)<br />
|system = [[DTET Rotation System]]<br />
}}<br />
'''''DTET''''' was a fan game created in Japan with the goal to create the author's own vision of Tetris, different from both the [[Tetris Guideline|guidelines]] or [[TGM series|TGM]].<br />
It implements many rule elements that are not seen elsewhere, such as symmetric wall kick (elaborate?), double rotation, a huge number of previews, and on-demand ARE canceling (No [[Line clear#Delay|line clear delay]] in ADVANCE or FINAL level).<br />
<br />
The game's control system consists of 2 rotate buttons, unlike many other Japanese games which feature a duplicate button for one of the directions (usually anti-clockwise). This potential drawback is overcome as follows: When a piece is rotated, and the other rotate button is presssed while the first button is still down, the piece rotates an extra turn in the direction of the first button, for an overall 180 degree rotation, otherwise known as a "double rotation". One can also produce an instant double rotation (treated as counterclockwise for wallkick testing purposes) by hitting both buttons simultaneously.<br />
<br />
== Game modes ==<br />
<br />
DTET features score attack, time attack and battle modes, as well as two special ("FINAL") modes. <br />
<br />
''Score attack'' is your basic marathon mode, where getting a certain number of lines (usually 8, sometimes more in HARD mode) nets you a level, and you have to survive as long as possible and get as many points as you can. DTET gives you five lives in this mode: if you top out, you can start over from the bottom as long as you have lives remaining. <br />
<br />
''Time attack'' tests how fast you can clear 100 lines at the maximum level for each mode. You get three lives, as well. Clearing all the required lines without losing a life rewards you with a Perfect!<br />
<br />
''Battle'' modes pit you against other players (over LAN) or against computers. The Official Battle menu lets you select an AI strength and game difficulty (mode and level).<br />
<br />
''FINAL'' modes are for experts only. Joker mode starts a game at 20G (level 50) where each line clear increments the level counter. Making a tetris adds one to your stock. When you reach level 200, only tetrises count toward your level and any other line clear takes one out of your stock. If you have no stock left by level 300, the game ends, but if not you can continue past level 300 as long as stock remains. You only have one life in this mode. Furthest mode is a hard 20G challenge where you have ten lives to clear 300 lines. All of the delays in this mode are incredibly short. Both of these modes blend the pieces in with the background, only showing an outline of the stack to the player.<br />
<br />
There are three different modes which can be applied to the score attack, time attack, and battle mode. In each, there is a drop in gravity at level 20 as well as level 40 (except in NORMAL, where the game never reaches 40). Levels 50 and up are 20G.<br />
<br />
''NORMAL'' mode caps off at level 30. There is no hard drop in this mode.<br />
<br />
''HARD'' mode caps off at level 50. In score attack, the number of lines per level steadily grows over the course of the game. Level 50 requires 500 lines.<br />
<br />
''ADVANCE'' mode caps off at level 200, but also includes a timer at the bottom of the playfield. Line clears will restore the timer, but if it hits 0, your game is over no matter how many lives you have left. In score attack, each level past 50 is earned with one line clear.<br />
<br />
== Links ==<br />
[http://dtet.web.infoseek.co.jp/ Official DTET Website] (note: game is no longer available for download there)<br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=I-Spins_in_SRS&diff=1532I-Spins in SRS2009-04-15T22:30:05Z<p>71.193.11.72: /* Official SRS */</p>
<hr />
<div>Different [[rotation system]]s that approximate [[SRS]] apply different [[wall kick]]s and [[floor kick]]s when the player [[twist]]s the I [[tetromino]].<br />
<br />
== Official SRS ==<br />
[[Tetris Worlds]], [[Tetris DS]] and [[Tetris The Grand Master Ace]] are based on the [[Tetris Guideline]], including SRS. They have the following behavior:<br />
{| <br />
|valign="top"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |i|i|i|i| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |g| | |s|s| | }}<br />
{{pfrow| | | |g| |s|s|j|j|j}}<br />
{{pfrow| | | |g| | | | | |j}}<br />
{{pfend}}<br />
|<br />
{{pfstart}}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |g| | |s|s| | }}<br />
{{pfrow| | | |g| |s|s|j|j|j}}<br />
{{pfrow| | | |g| | | | | |j}}<br />
{{pfend}}<br />
Rotated left<br />
|<br />
{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | |g|i| |s|s| | }}<br />
{{pfrow| | | |g|i|s|s|j|j|j}}<br />
{{pfrow| | | |g|i| | | | |j}}<br />
{{pfend}}<br />
Soft dropped<br />
|<br />
{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |g| | |s|s| | }}<br />
{{pfrow| | | |g| |s|s|j|j|j}}<br />
{{pfrow| | | |g|i|i|i|i| |j}}<br />
{{pfend}}<br />
Rotated right<br />
|}<br />
<br />
But the wall kicks are not symmetric, as Tetris Worlds, Tetris Deluxe, Tetris DS and Tetris The Grand Master Ace prefer to kick up rather than down when rotating left:<br />
{|<br />
|valign="top"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |i|i|i|i| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
Rotated right<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | |z|z| |i|t| | | }}<br />
{{pfrow|l|l|l|z|z|i|t|t| | }}<br />
{{pfrow|l| | | | |i|t| | | }}<br />
{{pfend}}<br />
Soft dropped<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | |i|i|i|i| }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
Rotated left<br />
|}<br />
<br />
However, an extra block impedes the choice of the upward kick position:<br />
{|<br />
|valign="top"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |i|i|i|i| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | |g| }}<br />
{{pfrow| | |z|z| | |g| | | }}<br />
{{pfrow|l|l|l|z|z| |g| | | }}<br />
{{pfrow|l| | | | | |g| | | }}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | |g| }}<br />
{{pfrow| | |z|z| | |g| | | }}<br />
{{pfrow|l|l|l|z|z| |g| | | }}<br />
{{pfrow|l| | | | | |g| | | }}<br />
{{pfend}}<br />
Rotated right<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | |i| | |g| }}<br />
{{pfrow| | |z|z| |i|g| | | }}<br />
{{pfrow|l|l|l|z|z|i|g| | | }}<br />
{{pfrow|l| | | | |i|g| | | }}<br />
{{pfend}}<br />
Soft dropped<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | |g| }}<br />
{{pfrow| | |z|z| | |g| | | }}<br />
{{pfrow|l|l|l|z|z| |g| | | }}<br />
{{pfrow|l| |i|i|i|i|g| | | }}<br />
{{pfend}}<br />
Rotated left<br />
|}<br />
<br />
The following can be performed instead, at least in tetris DS.<br />
<br />
{|<br />
|valign="top"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |i|i|i|i| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
Rotated left<br />
|{{pfstart}}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
Moved right<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | |z|z| |i|t| | | }}<br />
{{pfrow|l|l|l|z|z|i|t|t| | }}<br />
{{pfrow|l| | | | |i|t| | | }}<br />
{{pfend}}<br />
Soft dropped<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| |i|i|i|i|t| | | }}<br />
{{pfend}}<br />
Rotated left<br />
|}<br />
<br />
== Tetris Advance ==<br />
[[Minna no Soft Series: Tetris Advance]], while implementing [[SRS]], included several bugs including the lack of some wall kicks.<br />
<br />
{|<br />
|valign="top"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |i|i|i|i| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |g| | |s|s| | }}<br />
{{pfrow| | | |g| |s|s|j|j|j}}<br />
{{pfrow| | | |g| | | | | |j}}<br />
{{pfend}}<br />
|<br />
{{pfstart}}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |g| | |s|s| | }}<br />
{{pfrow| | | |g| |s|s|j|j|j}}<br />
{{pfrow| | | |g| | | | | |j}}<br />
{{pfend}}<br />
Rotated left<br />
|<br />
{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | |g|i| |s|s| | }}<br />
{{pfrow| | | |g|i|s|s|j|j|j}}<br />
{{pfrow| | | |g|i| | | | |j}}<br />
{{pfend}}<br />
Soft dropped<br />
|<br />
{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | |g|i| |s|s| | }}<br />
{{pfrow| | | |g|i|s|s|j|j|j}}<br />
{{pfrow| | | |g|i| | | | |j}}<br />
{{pfend}}<br />
Can't rotate right<br />
|}<br />
<br />
==Lockjaw==<br />
In [[Lockjaw]], both left and right prefer to kick down rather than up when rotating:<br />
{|<br />
|valign="top"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |i|i|i|i| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
Rotated right<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | |z|z| |i|t| | | }}<br />
{{pfrow|l|l|l|z|z|i|t|t| | }}<br />
{{pfrow|l| | | | |i|t| | | }}<br />
{{pfend}}<br />
Soft dropped<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| |i|i|i|i|t| | | }}<br />
{{pfend}}<br />
Rotated left<br />
|}<br />
<br />
[[Category:Mobility]]</div>71.193.11.72http://tetris.wiki/index.php?title=I-Spins_in_SRS&diff=1531I-Spins in SRS2009-04-15T22:28:23Z<p>71.193.11.72: /* Official SRS */</p>
<hr />
<div>Different [[rotation system]]s that approximate [[SRS]] apply different [[wall kick]]s and [[floor kick]]s when the player [[twist]]s the I [[tetromino]].<br />
<br />
== Official SRS ==<br />
[[Tetris Worlds]], [[Tetris DS]] and [[Tetris The Grand Master Ace]] are based on the [[Tetris Guideline]], including SRS. They have the following behavior:<br />
{| <br />
|valign="top"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |i|i|i|i| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |g| | |s|s| | }}<br />
{{pfrow| | | |g| |s|s|j|j|j}}<br />
{{pfrow| | | |g| | | | | |j}}<br />
{{pfend}}<br />
|<br />
{{pfstart}}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |g| | |s|s| | }}<br />
{{pfrow| | | |g| |s|s|j|j|j}}<br />
{{pfrow| | | |g| | | | | |j}}<br />
{{pfend}}<br />
Rotated left<br />
|<br />
{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | |g|i| |s|s| | }}<br />
{{pfrow| | | |g|i|s|s|j|j|j}}<br />
{{pfrow| | | |g|i| | | | |j}}<br />
{{pfend}}<br />
Soft dropped<br />
|<br />
{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |g| | |s|s| | }}<br />
{{pfrow| | | |g| |s|s|j|j|j}}<br />
{{pfrow| | | |g|i|i|i|i| |j}}<br />
{{pfend}}<br />
Rotated right<br />
|}<br />
<br />
But the wall kicks are not symmetric, as Tetris Worlds, Tetris Deluxe, Tetris DS and Tetris The Grand Master Ace prefer to kick up rather than down when rotating left:<br />
{|<br />
|valign="top"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |i|i|i|i| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
Rotated right<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | |z|z| |i|t| | | }}<br />
{{pfrow|l|l|l|z|z|i|t|t| | }}<br />
{{pfrow|l| | | | |i|t| | | }}<br />
{{pfend}}<br />
Soft dropped<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | |i|i|i|i| }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
Rotated left<br />
|}<br />
<br />
However, an extra block impedes the choice of the upward kick position:<br />
{|<br />
|valign="top"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |i|i|i|i| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | |g| }}<br />
{{pfrow| | |z|z| | |g| | | }}<br />
{{pfrow|l|l|l|z|z| |g| | | }}<br />
{{pfrow|l| | | | | |g| | | }}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | |g| }}<br />
{{pfrow| | |z|z| | |g| | | }}<br />
{{pfrow|l|l|l|z|z| |g| | | }}<br />
{{pfrow|l| | | | | |g| | | }}<br />
{{pfend}}<br />
Rotated right<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | |i| | |g| }}<br />
{{pfrow| | |z|z| |i|g| | | }}<br />
{{pfrow|l|l|l|z|z|i|g| | | }}<br />
{{pfrow|l| | | | |i|g| | | }}<br />
{{pfend}}<br />
Soft dropped<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | |g| }}<br />
{{pfrow| | |z|z| | |g| | | }}<br />
{{pfrow|l|l|l|z|z| |g| | | }}<br />
{{pfrow|l| |i|i|i|i|g| | | }}<br />
{{pfend}}<br />
Rotated left<br />
|}<br />
<br />
The following can be performed instead.<br />
<br />
{|<br />
|valign="top"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |i|i|i|i| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
Rotated left<br />
|{{pfstart}}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
Moved right<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | |z|z| |i|t| | | }}<br />
{{pfrow|l|l|l|z|z|i|t|t| | }}<br />
{{pfrow|l| | | | |i|t| | | }}<br />
{{pfend}}<br />
Soft dropped<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| |i|i|i|i|t| | | }}<br />
{{pfend}}<br />
Rotated left<br />
|}<br />
<br />
== Tetris Advance ==<br />
[[Minna no Soft Series: Tetris Advance]], while implementing [[SRS]], included several bugs including the lack of some wall kicks.<br />
<br />
{|<br />
|valign="top"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |i|i|i|i| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |g| | |s|s| | }}<br />
{{pfrow| | | |g| |s|s|j|j|j}}<br />
{{pfrow| | | |g| | | | | |j}}<br />
{{pfend}}<br />
|<br />
{{pfstart}}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |g| | |s|s| | }}<br />
{{pfrow| | | |g| |s|s|j|j|j}}<br />
{{pfrow| | | |g| | | | | |j}}<br />
{{pfend}}<br />
Rotated left<br />
|<br />
{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | |g|i| |s|s| | }}<br />
{{pfrow| | | |g|i|s|s|j|j|j}}<br />
{{pfrow| | | |g|i| | | | |j}}<br />
{{pfend}}<br />
Soft dropped<br />
|<br />
{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | |g|i| |s|s| | }}<br />
{{pfrow| | | |g|i|s|s|j|j|j}}<br />
{{pfrow| | | |g|i| | | | |j}}<br />
{{pfend}}<br />
Can't rotate right<br />
|}<br />
<br />
==Lockjaw==<br />
In [[Lockjaw]], both left and right prefer to kick down rather than up when rotating:<br />
{|<br />
|valign="top"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |i|i|i|i| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
Rotated right<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | |z|z| |i|t| | | }}<br />
{{pfrow|l|l|l|z|z|i|t|t| | }}<br />
{{pfrow|l| | | | |i|t| | | }}<br />
{{pfend}}<br />
Soft dropped<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| |i|i|i|i|t| | | }}<br />
{{pfend}}<br />
Rotated left<br />
|}<br />
<br />
[[Category:Mobility]]</div>71.193.11.72http://tetris.wiki/index.php?title=I-Spins_in_SRS&diff=1530I-Spins in SRS2009-04-15T22:26:59Z<p>71.193.11.72: /* Official SRS */</p>
<hr />
<div>Different [[rotation system]]s that approximate [[SRS]] apply different [[wall kick]]s and [[floor kick]]s when the player [[twist]]s the I [[tetromino]].<br />
<br />
== Official SRS ==<br />
[[Tetris Worlds]], [[Tetris DS]] and [[Tetris The Grand Master Ace]] are based on the [[Tetris Guideline]], including SRS. They have the following behavior:<br />
{| <br />
|valign="top"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |i|i|i|i| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |g| | |s|s| | }}<br />
{{pfrow| | | |g| |s|s|j|j|j}}<br />
{{pfrow| | | |g| | | | | |j}}<br />
{{pfend}}<br />
|<br />
{{pfstart}}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |g| | |s|s| | }}<br />
{{pfrow| | | |g| |s|s|j|j|j}}<br />
{{pfrow| | | |g| | | | | |j}}<br />
{{pfend}}<br />
Rotated left<br />
|<br />
{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | |g|i| |s|s| | }}<br />
{{pfrow| | | |g|i|s|s|j|j|j}}<br />
{{pfrow| | | |g|i| | | | |j}}<br />
{{pfend}}<br />
Soft dropped<br />
|<br />
{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |g| | |s|s| | }}<br />
{{pfrow| | | |g| |s|s|j|j|j}}<br />
{{pfrow| | | |g|i|i|i|i| |j}}<br />
{{pfend}}<br />
Rotated right<br />
|}<br />
<br />
But the wall kicks are not symmetric, as Tetris Worlds, Tetris Deluxe, Tetris DS and Tetris The Grand Master Ace prefer to kick up rather than down when rotating left:<br />
{|<br />
|valign="top"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |i|i|i|i| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
Rotated right<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | |z|z| |i|t| | | }}<br />
{{pfrow|l|l|l|z|z|i|t|t| | }}<br />
{{pfrow|l| | | | |i|t| | | }}<br />
{{pfend}}<br />
Soft dropped<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | |i|i|i|i| }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
Rotated left<br />
|}<br />
<br />
However, an extra block impedes the choice of the upward kick position:<br />
{|<br />
|valign="top"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |i|i|i|i| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | |g| }}<br />
{{pfrow| | |z|z| | |g| | | }}<br />
{{pfrow|l|l|l|z|z| |g| | | }}<br />
{{pfrow|l| | | | | |g| | | }}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | |g| }}<br />
{{pfrow| | |z|z| | |g| | | }}<br />
{{pfrow|l|l|l|z|z| |g| | | }}<br />
{{pfrow|l| | | | | |g| | | }}<br />
{{pfend}}<br />
Rotated right<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | |i| | |g| }}<br />
{{pfrow| | |z|z| |i|g| | | }}<br />
{{pfrow|l|l|l|z|z|i|g| | | }}<br />
{{pfrow|l| | | | |i|g| | | }}<br />
{{pfend}}<br />
Soft dropped<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | |g| }}<br />
{{pfrow| | |z|z| | |g| | | }}<br />
{{pfrow|l|l|l|z|z| |g| | | }}<br />
{{pfrow|l| |i|i|i|i|g| | | }}<br />
{{pfend}}<br />
Rotated left<br />
|}<br />
<br />
The following can be performed instead.<br />
<br />
{|<br />
|valign="top"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |i|i|i|i| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
Rotated left<br />
|{{pfstart}}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
Moved right<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | |z|z| |i|t| | | }}<br />
{{pfrow|l|l|l|z|z|i|t|t| | }}<br />
{{pfrow|l| | | | |i|t| | | }}<br />
{{pfend}}<br />
Soft dropped<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | |i|i|i|i| }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
Rotated left<br />
|}<br />
<br />
== Tetris Advance ==<br />
[[Minna no Soft Series: Tetris Advance]], while implementing [[SRS]], included several bugs including the lack of some wall kicks.<br />
<br />
{|<br />
|valign="top"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |i|i|i|i| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |g| | |s|s| | }}<br />
{{pfrow| | | |g| |s|s|j|j|j}}<br />
{{pfrow| | | |g| | | | | |j}}<br />
{{pfend}}<br />
|<br />
{{pfstart}}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |g| | |s|s| | }}<br />
{{pfrow| | | |g| |s|s|j|j|j}}<br />
{{pfrow| | | |g| | | | | |j}}<br />
{{pfend}}<br />
Rotated left<br />
|<br />
{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | |g|i| |s|s| | }}<br />
{{pfrow| | | |g|i|s|s|j|j|j}}<br />
{{pfrow| | | |g|i| | | | |j}}<br />
{{pfend}}<br />
Soft dropped<br />
|<br />
{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |i| | | | | }}<br />
{{pfrow| | | |g|i| |s|s| | }}<br />
{{pfrow| | | |g|i|s|s|j|j|j}}<br />
{{pfrow| | | |g|i| | | | |j}}<br />
{{pfend}}<br />
Can't rotate right<br />
|}<br />
<br />
==Lockjaw==<br />
In [[Lockjaw]], both left and right prefer to kick down rather than up when rotating:<br />
{|<br />
|valign="top"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |i|i|i|i| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| | | | | |t| | | }}<br />
{{pfend}}<br />
Rotated right<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | |i| | | | }}<br />
{{pfrow| | |z|z| |i|t| | | }}<br />
{{pfrow|l|l|l|z|z|i|t|t| | }}<br />
{{pfrow|l| | | | |i|t| | | }}<br />
{{pfend}}<br />
Soft dropped<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |z|z| | |t| | | }}<br />
{{pfrow|l|l|l|z|z| |t|t| | }}<br />
{{pfrow|l| |i|i|i|i|t| | | }}<br />
{{pfend}}<br />
Rotated left<br />
|}<br />
<br />
[[Category:Mobility]]</div>71.193.11.72http://tetris.wiki/index.php?title=Super_Tetris&diff=5188Super Tetris2009-01-14T09:17:19Z<p>71.193.11.72: </p>
<hr />
<div>{{infobox|title=Super Tetris<br />
|developer=N/A<br />
|publisher=Spectrum Holobyte<br />
|system =<br />
|playfield=10w x 14h<br />
|hold=No<br />
|hard=No<br />
|preview=1<br />
|platform=PC<br />
|released=1991<br />
|boxart=<br />
|title-scrn=<br />
|ingame-scrn=<br />
}}<br />
<br />
<br />
*lock delay: no; wall kick: no; rotation: J, L, T bounding box and S, Z, I 2-state, counterclockwise only<br />
<br />
*The upper field, with a white background, a normal tetris playfield, is 10w X 14h. The lower playfield, wih a black background, and a preset garbage pattern, is 10 wide and has a height dependent on the level. At most 28 rows are visible on screen at once, and the field will scroll down to follow a falling piece or bomb if needed.<br />
<br />
*The player starts with 50 [[tetromino]]es and, as in [[Bombliss]], loses one tetromino for each tetromino that drops.<br />
*Clearing 1, 2, 3, or 4 lines adds two tetrominoes per line cleared and inserts a rectangular piece containing 2, 4, 8, or 12 bombs before the next piece. Since more blocks are always removed then replaced, the player will run out of tetrominoes unless they keep clearing lines in the lower field and collecting powerup blocks.<br />
<br />
*The player can shift and rotate the bombs as they fall.<br />
<br />
*The object is to clear all garbage from the lower field. There are about 3 or 4 preset patterns randomly chosen from for each level, and each one forms a low resolution picture.<br />
<br />
*Clearing a line below the center of the playfield causes the blocks below it to move up.<br />
<br />
*Once the solid floor reaches the center line, the screen is cleared with a bonus for remaining tetrominoes, and then a "bonus for low puzzle" like that of ''[[Klax]]'' is awarded, and the next screen is loaded. Any bombs from the line clear are dropped on the next level, and the current "next piece" is maintained.<br />
<br />
*It is possible to completely clear a using bombs. If this is done, the lines below move up, or the lines above move down, just as with a normal line clear. <br />
<br />
*There are power-ups in the preset garbage.<br />
<br />
*They must be activated with a bomb; [[line clear|clearing a line]] containing a power-up will destroy it.<br />
<br />
*The "5", "10", and "15" power-ups add tetrominoes.<br />
*The "detonator" powerup destroys the 8 blocks adjacent to it.<br />
*The "bomb" powerup transforms your next tetromino into bombs.<br />
*The "bubble" powerup clears all blocks above it in the lower playfield.<br />
*The "lightning" powerup clears the line containing it.<br />
*The "box" powerup fills in all blocks above it in the lower playfield.<br />
*The "line" powerup summons an I piece that drops before the current "next piece".<br />
<br />
*Most decent players will have little difficulty until level 8. The lack of lock delay and wallkicks makes the highest two difficulty levels (9 and 10) extremely challenging. This is in no small part due to the fact that the upper field is only 14 rows deep.<br />
<br />
*DAS is unusually fast for a game of this age, and is not dependent on keyboard repeat. It is not nearly as fast as a TGM series game though. It is also impossible to tap faster than the autorepeat, or rotate faster than the auto repeat rotate rate. Also, the delay for auto rotate is unusually small.<br />
<br />
*This game gives you the most unusual ability to drop a piece one square diagonally down, by pressing 1 or 3 on the numeric keypad, or z or c on the "qweasdzxc" matrix. This is most useful to tag an otherwise unreachable powerup with a single bomb, though it can also slip a piece into an otherwise impossible position. <br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_Battle_Gaiden&diff=6668Tetris Battle Gaiden2009-01-14T09:02:52Z<p>71.193.11.72: </p>
<hr />
<div>{{Infobox |title = Tetris Butou Gaiden<br />
|developer = [[Bullet Proof Software]]<br />
|publisher = Bullet Proof Software<br />
|released = December 24,1993<br />
|platform = [[Super Famicom]]<br />
|playfield = 10w x 22h<br />
|hold = No<br />
}}<br />
テトリス武闘外伝<br />
<br />
[[Category:Games List]]<br />
This tetris game has the following unique features.<br />
<br />
1) both players draw from the same 3 piece preview. whoever places the next peice gets the one at the top.<br />
<br />
2) some tetrominos have orbs in them. clearing lines with them collects them. This brings a lot of strategy for the timing of your piece drops becaue you want to get the ones with orbs, and leave the ones without orbs for the opponent. However you also want to let the opponent have the pieces you don't have a spot for, and get the ones you do want. <br />
<br />
3) when you have 1 orb, you can usually use a small attack or a defensive move, 2 orbs usually messes with the other person's screen or controls, 4 is a powerful attack, and 3 is something unique and different for each character. The pumkin guy's 3 orb move, for example, is to steal the opponent's collected orbs. <br />
<br />
Basic strategy follows, for use against computers and humans.<br />
<br />
1) try not to let the opponent get any pieces with orbs. Because the pieces with orbs come every N pieces (settable in options) it's pretty easy to get in to a rhythm that lets you grab all of the orbs, unless your opponent is also aware of this trick. If you manage to starve the opponent of orbs, you are pretty much guaranteed a win. Note that while the CPU is smart enough to attempt to snag Is sometimes, it does not know to go for the pieces with orbs. This is just as well, because you'd never get a single orb if it did. <br />
<br />
2) If it look like your opponent is going to place their piece first, and you want the orb, use an attack if you have one to snag it, even if it is level 1. This is a strategic attack. This is also a good way to snag Is, and provided you've starved your opponent of orbs to this point, there's NOTHING they can do about it.<br />
<br />
3) if an opponent does get a piece with an orb, immediately use an attack to make it pop off of his screen uncollected. Yet another form of strategic attack, and easier to do to boot. Also useful when the opponet's current piece is an I. Again, your opponent is completely helpless against this move.<br />
<br />
4) if the opponent does manage to place it and you have the character that can steal gems from the opponent's field, do it before he can collect them. This move really annoys them.<br />
<br />
5) if the opponent does collect them, steal if you have the pumpkin before he decides to use them. This one annoys them even more. :)<br />
<br />
6) if all this fails, keep your stack low and wait for your opponent to use the orbs, and try to keep more of them away from him. As every line cleared is sent to the opponent, even singles, it is sometimes possible to outrace your opponent and force him to keep using level 1s, and eventually win.<br />
<br />
As soon as you've got a full set of orbs, use your level 4 when it looks like your opponent is not gonna be able to recover and snag some of their own. Many opponents have level 1 recovery "attacks" that tend to make mincemeat of level 4 attacks, so depriving the opponent of orbs is very important.<br />
<br />
Level 2 attacks are useless against the cpu. DO not bother, unless you are trying to steal or destroy an orb piece or an I. Some of them are very effective against humans, though.</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_Battle_Gaiden&diff=6667Tetris Battle Gaiden2009-01-14T08:59:03Z<p>71.193.11.72: </p>
<hr />
<div>{{Infobox |title = Tetris Butou Gaiden<br />
|developer = [[Bullet Proof Software]]<br />
|publisher = Bullet Proof Software<br />
|released = December 24,1993<br />
|platform = [[Super Famicom]]<br />
|playfield = 10w x 22h<br />
|hold = No<br />
}}<br />
テトリス武闘外伝<br />
<br />
[[Category:Games List]]<br />
This tetris game has the following unique features.<br />
<br />
1) both players draw from the same 3 piece preview. whoever places the next peice gets the one at the top.<br />
<br />
2) some tetrominos have orbs in them. clearing lines with them collects them. This brings a lot of strategy for the timing of your piece drops becaue you want to get the ones with orbs, and leave the ones without orbs for the opponent. However you also want to let the opponent have the pieces you don't have a spot for, and get the ones you do want. <br />
<br />
3) when you have 1 orb, you can usually use a small attack or a defensive move, 2 orbs usually messes with the other person's screen or controls, 4 is a powerful attack, and 3 is something unique and different for each character. The pumkin guy's 3 orb move, for example, is to steal the opponent's collected orbs. <br />
<br />
Basic strategy follows, for use against computers and humans.<br />
<br />
1) try not to let the opponent get any pieces with orbs. Because the pieces with orbs come every N pieces (settable in options) it's pretty easy to get in to a rhythm that lets you grab all of the orbs, unless your opponent is also aware of this trick. If you manage to starve the opponent of orbs, you are pretty much guaranteed a win. Note that while the CPU is smart enough to attempt to snag Is sometimes, it does not know to go for the pieces with orbs. This is just as well, because you'd never get a single orb if it did. <br />
<br />
2) If it look like your opponent is going to place their piece first, and you want the orb, use an attack if you have one to snag it, even if it is level 1. This is a strategic attack. This is also a good way to snag Is, and provided you've starved your opponent of orbs to this point, there's NOTHING they can do about it.<br />
<br />
3) if an opponent does get a piece with an orb, immediately use an attack to make it pop off of his screen uncollected. Yet another form of strategic attack, and easier to do to boot. Also useful when the opponet's current piece is an I. Again, your opponent is completely helpless against this move.<br />
<br />
4) if the opponent does manage to place it and you have the character that can steal gems from the opponent's field, do it before he can collect them. This move really annoys them.<br />
<br />
5) if the opponent does collect them, steal if you have the pumpkin before he decides to use them. This one annoys them even more. :)<br />
<br />
6) if all this fails, keep your stack low and wait for your opponent to use the orbs, and try to keep more of them away from him. As every line cleared is sent to the opponent, even singles, it is sometimes possible to outrace your opponent and force him to keep using level 1s, and eventually win.<br />
<br />
As soon as you've got a full set of orbs, use your level 4 when it looks like your opponent is not gonna be able to recover and snag some of their own. Many opponents have level 1 recovery "attacks" that tend to make mincemeat of level 4 attacks, so depriving the opponent of orbs is very important.</div>71.193.11.72http://tetris.wiki/index.php?title=Fumen&diff=907Fumen2008-10-15T22:25:54Z<p>71.193.11.72: </p>
<hr />
<div>Fumen is a tetris field situation editor that allows for various field setups and moves to be illustrated with more clarity than normal. the [http://fumen.zui.jp/ official version] is Japanese, but Zeta has provided an [http://zeta.hypersector.com/Tools/TetrisField/ English version] that links back to the official site. As the domain has expired, another forum member has seen fit to create a second translated version [http://eunich.cochems.com/~zaphod/fumen-eng/ here]<br />
<br />
==Basic Usage==<br />
<br />
===Field block setup===<br />
To set up the general setup of the field, select one of the eight dark-colored radiobuttons at the top to represent the color to be used for the occupied spaces on the field. Removal of complete lines is done automatically, and so is the moving of lines down from above as a result of line clears. clicking on an occupied tile will either change it to the color you selected or clear it.<br />
<br />
===piece selection and placement===<br />
To select a piece, use the bright-colored radiobuttons in the second set of radiobuttons and then position the piece where it should be in the field at that "step" (where "step" is an important position in that particular move). If this is NOT the final resting place of the piece (I.E. the piece does NOT lock there), click the ミノ接着 ("LOCK" on the english version) checkbox in the third set of options (immediately below the second set of radiobuttons).<br />
<br />
===Frame Management===<br />
To put a caption on a frame, enter it in the textbox immediately above the previous frame, next frame, and "remove frames after" (english name in Zeta's translation) buttons. Captions that are too long will not be displayed in full. Use the ▼ 次ページ button to move to the next frame (new frames are added as needed). the ▲ 前ページ button backtracks one frame, and the × 次ページ以降を削除 removes all frames after the current one.<br />
<br />
===outputting code and URL's===<br />
to output the URLs used to access your setup, click the ★ データ出力 (OUTPUT CODE) button to create the code for your setup. this will also generate two url's. the one that contains "?m" is used to view the setup, the one containing "?v" is used to modify it. currently, the codes output by the english version are identical to those made by the japanese version, and this will remain as such until the next version of Fumen is created and released, after which Zeta will most likely convert it into english like he did with the current one.</div>71.193.11.72http://tetris.wiki/index.php?title=Zangi-move&diff=7425Zangi-move2008-05-30T14:48:15Z<p>71.193.11.72: </p>
<hr />
<div>A '''zangi-move''' is a technique introduced in [[TGM2]] (retrospectively in [[The New Tetris|TNT]]) made possible by [[drop|sonic drop]]. To perform the move, you press up to drop the piece, left or right to move the piece over, and down to lock the piece in place. Doing these inputs in a single circular motion of the arcade stick feels very familiar to doing Zangief's (Street Fighter II) Spinning Pile Driver move. It particularly useful when playing in time attack, as you save a significant amount of time by not having to return the stick to its neutral position. Zangi-moves are not possible with [[SRS]], which would appear to make use of shoto type moves.<br />
<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 also used in other situations where the speed gain is more subtle. If you wish to place a piece one space away from the spawning location, you will can so with a half circle zangi-move. If you want to place a piece one space away from a wall, you can use [[DAS]] to get to the wall quickly, and then use a zangi-move to lock the piece, all in one continuous 3/4 circle zangi-move.<br />
<br />
The following animations just show zangi-moves examples and don't follow an optimized stacking behavior.<br />
[[Image:TGM_Legend_Sonic_Drop_2.gif|left|frame]][[Image:TGM_Legend_Zangi_2.gif|left|frame]][[Image:TGM_Legend_Zangi_3.gif|left|frame]]<br />
<br />
[[Category:Movement]]</div>71.193.11.72http://tetris.wiki/index.php?title=TETRIS_SEMIPRO-68k&diff=7446TETRIS SEMIPRO-68k2008-05-23T21:11:04Z<p>71.193.11.72: </p>
<hr />
<div>{{Infobox |title = ТЕТРИС SEMIPRO-68k<br />
|developer = Jun Shimizu (清水 順)<br />
|publisher = N/A<br />
|released = 1989<br />
|platform = X68000<br />
|playfield = 20 x Variable (4-32)<br />
|hard = None<br />
|hold = No<br />
|system = Sega Rotation System<br />
|preview = Variable (0-2)<br />
}}<br />
''ТЕТРИС SEMIPRO-68k'' is a fan-made clone for the X68000 platform, with its rules based on [[Tetris (Sega)|Sega's arcade version]]. It is also commonly known as ''Shimizu Tetris'', after the author's name, Jun Shimizu (清水 順; The pronounciation of this name is not exactly certain due to Japanese Kanji characters having multiple arbitrary pronounciation possibilities). The game features a wide variety of configurable aspects, many of which influenced the design of the later [[TGM series|Tetris The Grand Master Series]]. It is especially notable for being the first known implementation to feature [[TGM legend#Gravity|20G]] gravity (here referred to as "20cell"), that is, pieces falling all the way to the bottom of the well in a single frame.<br />
<br />
The Cyrillic characters in the title is the proper Russian notation of the word "Tetris", as opposed to the mock-Russian notation used in [[Tetris (NES, Tengen)|some early games]].<br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_The_Grand_Master_3_Terror-Instinct&diff=5550Tetris The Grand Master 3 Terror-Instinct2008-05-22T06:45:18Z<p>71.193.11.72: /* Section COOL/REGRET System */</p>
<hr />
<div>{{Infobox |title = Tetris The Grand Master 3 Terror-Instinct<br />
|developer = ARIKA<br />
|publisher = TAITO<br />
|released = March, 2005<br />
|platform = Arcade, Type-X platform<br />
|boxart = Arika_Ti_title.jpg<br />
|title-scrn = Arika_Ti_gameselect.jpg<br />
|ingame-scrn = Arika_Ti_ingame.jpg<br />
|playfield = 10w<br />
|preview = 3<br />
|hold = Yes, with IHS<br />
|hard = Classic rule: Sonic Drop<br>World rule: Sonic Lock<br />
|system = Classic rule: TGM style wallkick<br>World rule: Symmetry SRS<br />
}}<br />
'''''Tetris The Grand Master 3 Terror-Instinct''''', abbreviated '''TGM3''' or '''Ti''', is a ''Tetris'' [[game]] from [[Arika]], part of the [[TGM series]].<br />
<br />
== Difference from past games in the series ==<br />
The grading system has undergone significant changes from previous games. The most notable change is the removal of an in-game score and grade display; they are only displayed after the end of the game, much like the secret grade in previous games.<br />
<br />
== Level Bonuses ==<br />
Unlike in [[TGM]], [[TGM2]], and [[TAP]], TGM3 advances the level further for a 3 or 4 [[line clear]]: [http://www.tetrisconcept.com/forum/viewtopic.php?p=3511#3511]<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Level Bonuses'''<br />
! bgcolor="#CC88FF"|Lines cleared<br />
! bgcolor="#BBBBBB"|Level advance<br>in older games<br />
! Level advance<br>in TGM3<br />
|-<br />
| bgcolor="#80A3F8"|1 (single) || bgcolor="#C4E8E8"|1 || bgcolor="#C4E8E8"|1<br />
|-<br />
| bgcolor="#66BB55"|2 (double) || bgcolor="#D7ECC6"|2 || bgcolor="#D7ECC6"|2<br />
|-<br />
| bgcolor="#FFFF55"|3 (triple) || bgcolor="#FFFF88"|3 || bgcolor="#FFFF88"|4<br />
|-<br />
| bgcolor="#FFA069"|4 (tetris) || bgcolor="#FFD3AC"|4 || bgcolor="#FFD3AC"|6<br />
|}<br />
<br />
== Game Modes ==<br />
<br />
=== Easy ===<br />
Easy mode has many similarities with Normal mode in [[TGM2]]. It is designed to bring less experienced players into the game who may be intimidated by the high speeds and steep learning curve of Master mode and Shirase mode. During play, the game displays a guide, depicted by a hollow frame, designed to give players suggestions on where to place the active tetromino.<br />
<br />
The game also shows animations of fireworks every time a line is cleared. The total number of firework shots ("Hanabi") during play is given at the end of the game, creating a "game within a game," where the objective is to attain the highest number of fireworks possible. The number of fireworks can increase with higher line clears, combos (multiple consecutive line clears), and T-Spin line clears.<br />
<br />
Easy mode is cleared by simply reaching level 200. Play continues during the credit roll in 20G, with a boost in the number of fireworks shown.<br />
<br />
=== Sakura ===<br />
Sakura mode replicates the gameplay of [[Tetris with Cardcaptor Sakura Eternal Heart]]. The mode's objective is not to clear lines but to clear every jeweled block in each stage as quickly as possible, similar to Flash Point. There are 20 stages, and 7 EX stages, each progressively more difficult to clear efficiently. Some stages feature handicaps such as the regular flipping of the playing field from left to right or the periodic invisibility of non-jewel blocks. The hold box is cleared between stages, therefore; it is not possible to hold a desired tetromino for the following stage.<br />
<br />
Score is not recorded as the mode is purely a time attack exercise. The player has a time limit in which to complete the whole mode. Beginning at 3 minutes, a time bonus is given for quickly clearing a stage.<br />
<br />
=== Master ===<br />
Master in TGM3 behaves very much like its predecessor in [[TGM2]]. Notable differences include the addition of a hold piece, a 3 piece preview, and new wallkicks for T and I tetrominos. At first, these additions may make TGM3's Master mode appear easier than in [[TGM2]]. This illusion, however, is soon dispelled by a huge increase in speed, which will cause all but the most experienced of players to struggle at later levels. Unlike previous games, the rate at which the speed increases is variable, and changes according to how well the player is doing. For instance, depending on the player, the game may enter 20G as early as level 300 or as late as level 500. Master mode will stop at level 500 with no credit roll if the timer has exceeded 7 minutes (except during qualification exams where it will continue to 999 as normal).<br />
<br />
==== Speed Timings ====<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Internal Gravity'''<br />
!bgcolor="#80A3F8"|Speed level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)||bgcolor="#80A3F8"|Speed level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|0||4||bgcolor="#C4E8E8"|220||32<br />
|-align = center<br />
|bgcolor="#C4E8E8"|30||6||bgcolor="#C4E8E8"|230||64<br />
|-align = center<br />
|bgcolor="#C4E8E8"|35||8||bgcolor="#C4E8E8"|233||96<br />
|-align = center<br />
|bgcolor="#C4E8E8"|40||10||bgcolor="#C4E8E8"|236||128<br />
|-align = center<br />
|bgcolor="#C4E8E8"|50||12||bgcolor="#C4E8E8"|239||160<br />
|-align = center<br />
|bgcolor="#C4E8E8"|60||16||bgcolor="#C4E8E8"|243||192<br />
|-align = center<br />
|bgcolor="#C4E8E8"|70||32||bgcolor="#C4E8E8"|247||224<br />
|-align = center<br />
|bgcolor="#C4E8E8"|80||48||bgcolor="#C4E8E8"|251||256 (1G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|90||64||bgcolor="#C4E8E8"|300||512 (2G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|100||80||bgcolor="#C4E8E8"|330||768 (3G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|120||96||bgcolor="#C4E8E8"|360||1024 (4G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|140||112||bgcolor="#C4E8E8"|400||1280 (5G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|160||128||bgcolor="#C4E8E8"|420||1024 (4G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|170||144||bgcolor="#C4E8E8"|450||768 (3G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|200||4||bgcolor="#C4E8E8"|500||5120 (20G)<br />
|}<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Delays'''<br />
! bgcolor="#80A3F8"|Speed level<br />
! bgcolor="#FFA069"|[[ARE]]<br>(frames)<br />
! bgcolor="#FFFF55"|[[DAS]]<br>(frames)<br />
! bgcolor="#CC88FF"|[[Lock delay|Lock]]<br>(frames)<br />
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)<br />
|- align = center<br />
| bgcolor="#C4E8E8"|000-499 || bgcolor="#FFD3AC"| 25 || bgcolor="#FFFF88"|14 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|40<br />
|- align = center<br />
| bgcolor="#C4E8E8"|500-599 || bgcolor="#FFD3AC"| 25 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|25<br />
|- align = center<br />
| bgcolor="#C4E8E8"|600-699 || bgcolor="#FFD3AC"| 25 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|16<br />
|- align = center<br />
| bgcolor="#C4E8E8"|700-799 || bgcolor="#FFD3AC"| 16 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|12<br />
|- align = center<br />
| bgcolor="#C4E8E8"|800-899 || bgcolor="#FFD3AC"| 12 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|900-999 || bgcolor="#FFD3AC"| 12 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|17 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1000-1099 || bgcolor="#FFD3AC"| 6 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|17 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1100-1199 || bgcolor="#FFD3AC"| 5 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1200-1299 || bgcolor="#FFD3AC"| 4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|6<br />
|}<br />
<br />
Clearing a section will boost the speed level by 100. Clearing a section with a section COOL and without a section REGRET will boost the speed level by 200.<br />
<br />
==== Grade Recognition System ====<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
! bgcolor="#FFFFDF"|Pre-S Grades || bgcolor="#FFFF00"|S Grades || bgcolor="#FFD37C"|M Grades || bgcolor="#CCBBCF"|Master Grades<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 9 || bgcolor="#FFFF88"| S1 || bgcolor="#FFD3AC"| M1 || bgcolor="#CCBBFF"| Master<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 8 || bgcolor="#FFFF88"| S2 || bgcolor="#FFD3AC"| M2 || bgcolor="#CCBBFF"| MasterK<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 7 || bgcolor="#FFFF88"| S3 || bgcolor="#FFD3AC"| M3 || bgcolor="#CCBBFF"| MasterV<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 6 || bgcolor="#FFFF88"| S4 || bgcolor="#FFD3AC"| M4 || bgcolor="#CCBBFF"| MasterO<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 5 || bgcolor="#FFFF88"| S5 || bgcolor="#FFD3AC"| M5 || bgcolor="#CCBBFF"| MasterM<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 4 || bgcolor="#FFFF88"| S6 || bgcolor="#FFD3AC"| M6 || bgcolor="#CCBBFF"| GrandMaster<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 3 || bgcolor="#FFFF88"| S7 || bgcolor="#FFD3AC"| M7 || bgcolor="#CCBBFF"| <br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 2 || bgcolor="#FFFF88"| S8 || bgcolor="#FFD3AC"| M8 || bgcolor="#CCBBFF"|<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 1 || bgcolor="#FFFF88"| S9 || bgcolor="#FFD3AC"| M9 || bgcolor="#CCBBFF"|<br />
|}<br />
<br />
'''Displayed Grade = floor(Internal Grade Boosts + Section COOL!! + Staff Roll Grade - Section REGRET!)'''<br />
<br />
As mentioned earlier, the player's grade is not displayed during the game but after the game has ended. The invisible challenge during the credit roll is back in TGM3, but unlike [[TGM2]], surviving it does not necessarily lead to a GM (Grand Master) grade. The GM grade was attained by the Japanese player 'jin8' on July 28, 2007 and 'KAN' on Dec 27, 2007. It was also acheived by 'DIS' at an unknown date. They are currently the only players in the world to have achieved GM. Many players had previously believed that the GM grade could not be obtained through standard play.<br />
<br />
The Secret Grade GM is awarded for the [[Tetromino art#Greater than|secret ">" stacking challenge]] in the same fashion as previous games in the series.<br />
<br />
There are three independent systems that work together to produce the final grade:<br />
<br />
===== Internal Grade System =====<br />
<br />
The first system is just like TAP, with internal grade points reaching 100 to advance to the next internal grade. Just like TAP's 9 -> S9, there are 18 grades this system can produce. In fact, testing by colour_thief (on his personal Ti machine set to freeplay) has shown that it is very likely that this entire part of the system is exactly the same as TAP with one important difference: the combo multiplier table.<br />
<br />
The grade point formula is the same as TAP:<br />
'''Awarded Grade Points = ceil(Basic Amount x Combo Multiplier) x Level Multiplier'''<br />
<br />
The basic amount and decay rate is determined by the player's current grade, and it is exactly the same as TAP. For each new "TAP grade" the player obtains, the player's grade gets a +1.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Internal Grade System'''<br />
|-<br />
!bgcolor="#BBBBBB" rowspan="2" |Internal <br>Grade<br />
!rowspan="2" |Grades <br>Boosted<br />
!bgcolor="#CC88FF" rowspan="2" |Decay <br>Rate<br />
!bgcolor="#BBBBBB" colspan="4"|Internal Grade Points awarded for:<br />
|-<br />
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris<br />
|- bgcolor="#EFEFEF" align = center<br />
| 0 || 0 || bgcolor="#CCBBFF"|125 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|40 || bgcolor="#FFD3AC"|50<br />
|- bgcolor="#D4D4D4" align = center<br />
| 1 || 1 || 80 || 10 || 20 || 30 || 40<br />
|- bgcolor="#EFEFEF" align = center<br />
| 2 || 2 || bgcolor="#CCBBFF"|80 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|30 || bgcolor="#FFD3AC"|40<br />
|- bgcolor="#D4D4D4" align = center<br />
| 3 || 3 || 50 || 10 || 15 || 30 || 40<br />
|- bgcolor="#EFEFEF" align = center<br />
| 4 || 4 || bgcolor="#CCBBFF"|45 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|15 || bgcolor="#FFFF88"|20 || bgcolor="#FFD3AC"|40<br />
|- bgcolor="#D4D4D4" align = center<br />
| 5 || 5 || 45 || 5 || 15 || 20 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 6 || 5 || 45 || 5 || 10 || 20 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 7 || 6 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 8 || 6 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 9 || 7 || 40 || 5 || 10 || 15 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 10 || 7 || 40 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 11 || 7 || 40 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 12 || 8 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 13 || 8 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 14 || 8 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 15 || 9 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 16 || 9 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 17 || 9 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 18 || 10 || bgcolor="#CCBBFF"|20 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 19 || 11 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 20 || 12 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 21 || 12 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 22 || 12 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 23 || 13 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 24 || 13 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 25 || 14 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 26 || 14 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 27 || 15 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 28 || 15 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 29 || 16 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 30 || 16 || bgcolor="#CCBBFF"|10 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 31+ || 17 || 10 || 2 || 12 || 13 || 30<br />
|}<br />
<br />
<br />
The combo multiplier is different than TAP. The same columns are used, but are given to different line clears. Most likely, TAP uses the exact table below but an "off-by-one" programming error reads the values in the wrong order. This sort of error is very easy to make when accessing two-dimensional information from a one-dimensional array, as is the case with the combo table.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Combo Multiplier'''<br />
|-<br />
!bgcolor="#BBBBBB" rowspan="2" |Combo <br>Size<br />
!bgcolor="#CC88FF" colspan="4"|Multiplier for:<br />
|-<br />
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris<br />
|-align = center<br />
| 1 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.0 || bgcolor="#FFFF88"|1.0 || bgcolor="#FFD3AC"|1.0 <br />
|-align = center<br />
| 2 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.2 || bgcolor="#FFFF88"|1.4 || bgcolor="#FFD3AC"|1.5 <br />
|-align = center<br />
| 3 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.2 || bgcolor="#FFFF88"|1.5 || bgcolor="#FFD3AC"|1.8 <br />
|-align = center<br />
| 4 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.6 || bgcolor="#FFD3AC"|2.0 <br />
|-align = center<br />
| 5 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.7 || bgcolor="#FFD3AC"|2.2 <br />
|-align = center<br />
| 6 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.8 || bgcolor="#FFD3AC"|2.3 <br />
|-align = center<br />
| 7 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.9 || bgcolor="#FFD3AC"|2.4 <br />
|-align = center<br />
| 8 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.5 || bgcolor="#FFFF88"|2.0 || bgcolor="#FFD3AC"|2.5 <br />
|-align = center<br />
| 9 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.5 || bgcolor="#FFFF88"|2.1 || bgcolor="#FFD3AC"|2.6 <br />
|-align = center<br />
| 10 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|2.0 || bgcolor="#FFFF88"|2.5 || bgcolor="#FFD3AC"|3.0 <br />
|} <br />
<br />
Finally, depending on the level, one of four level multipliers is applied to the awarded grade points. It is exactly the same as TAP.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Level Multiplier'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#CC88FF"|Multiplier<br />
|-align = center<br />
| bgcolor="#C4E8E8"|000-249 || bgcolor="#CCBBFF"|1<br />
|-align = center<br />
| bgcolor="#C4E8E8"|250-499 || bgcolor="#CCBBFF"|2 <br />
|-align = center<br />
| bgcolor="#C4E8E8"|500-749 || bgcolor="#CCBBFF"|3 <br />
|-align = center<br />
| bgcolor="#C4E8E8"|750-999 || bgcolor="#CCBBFF"|4 <br />
|}<br />
<br />
===== Section COOL/REGRET System =====<br />
<br />
The Internal Grade system is supported by a new COOL/REGRET grading system. Ti will display COOL!! or REGRET! for many reasons, but only one of these reasons is important to the grading system. The types in question are the "section COOL," which is achieved when the player reaches level *70 of all sections from 0-899 in a certain amount of time, and the "section REGRET", which is given out when the player finishes a section beyond a certain amount of time.<br />
<br />
Getting a section COOL and finishing the section will result in a +1 modifier to the player's grade. It's important to note that the +1 modifier only takes effect if the section is finished, and that there is no section COOL in section 900-999. Though a section COOL is internally triggered at *70, it is displayed to the player from *82 to *99, depending on the level the player reaches first. '''If the player recieves a section COOL for the current section, then the next section's *70 must be reached no more than two seconds slower than the previous one to receive another section COOL.'''<br />
<br />
Getting a section REGRET will result in a -1 modifier to the player's grade. A section REGRET will override a section COOL if both are received in the same section. If neither a COOL nor a REGRET are received in a section, no modifier is applied to the player's grade.<br />
<br />
If the player misses a section COOL, then the following section's COOL conditions can be derived from the table below.<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Baseline Section COOL Conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#66BB55"|Section Time<br />
|-<br />
| bgcolor="#C4E8E8"|0-70 || bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-170 || bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-270 || bgcolor="#D7ECC6"|49:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-370 || bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-470 || bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-570 || bgcolor="#D7ECC6"|42:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-670 || bgcolor="#D7ECC6"|42:00 <br />
|-<br />
| bgcolor="#C4E8E8"|700-770 || bgcolor="#D7ECC6"|38:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-870 || bgcolor="#D7ECC6"|38:00<br />
|}<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Section REGRET Conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#FFA069"|Section Time<br />
|-<br />
| bgcolor="#C4E8E8"|0-99 || bgcolor="#FFD3AC"|1:30:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-199 || bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-299 || bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-399 || bgcolor="#FFD3AC"|1:08:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-499 || bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-599 || bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-699 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|700-799 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-899 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|900-999 || bgcolor="#FFD3AC"|50:00<br />
|}<br />
<br />
===== Staff Roll Grading System =====<br />
<br />
The third and final grade system is only in effect during the staff roll. The staff roll in Ti works largely the same as in [[TGM2]], but with a greater impact on the player's grade. Depending on whether it is the disappearing roll (where blocks disappear 5 seconds after they lock) or the invisible roll (where blocks disappear as soon as they lock), a grade modifier is put into place for the entirety of the roll.<br />
<br />
The invisible roll requirements are to clear with all section COOLs and an internal grade of at least 27 (or S7 in TAP grading).<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Staff roll grade system'''<br />
! bgcolor="#CC88FF"|Lines cleared<br />
! bgcolor="#BBBBBB"|Grades awarded in disappearing roll<br />
! Grades awarded in invisible roll<br />
|-<br />
| bgcolor="#80A3F8"|1 (single) || bgcolor="#C4E8E8"|0.04 || bgcolor="#C4E8E8"|0.1<br />
|-<br />
| bgcolor="#66BB55"|2 (double) || bgcolor="#D7ECC6"|0.08 || bgcolor="#D7ECC6"|0.2<br />
|-<br />
| bgcolor="#FFFF55"|3 (triple) || bgcolor="#FFFF88"|0.12 || bgcolor="#FFFF88"|0.3<br />
|-<br />
| bgcolor="#FFA069"|4 (tetris) || bgcolor="#FFD3AC"|0.26 || bgcolor="#FFD3AC"|1.0<br />
|-<br />
| bgcolor="#FF8999"|Clear || bgcolor="#FFB2AC"|0.50 || bgcolor="#FFB2AC"|1.6<br />
|}<br />
<br />
*"Clear" denotes whether the player survived the staff roll or not.<br />
<br />
==== GrandMaster Requirements ====<br />
If the player exhausts the potential of all three grade systems, the player will still only be awarded MasterM. The GrandMaster grade is only first awarded through a promotional exam. To be eligible for this exam, the player first has to be qualified MasterM, then they must consistently achieve GrandMaster-worthy performances until the exam is given. In addition to clearing enough lines in the staff roll to get GrandMaster, the player must also survive it to pass the exam.<br />
<br />
If the player is qualified GrandMaster, then the grade can be awarded in normal play. However, if the player doesn't achieve GrandMaster or near-GrandMaster performances consistently enough, they can be demoted back to MasterM.<br />
<br />
=== Shirase ===<br />
Shirase follows in the footsteps of TA Death in [[TAP]]. However, the immense speed difference is immediately apparent, and continues to increase throughout. Shirase mode does not stop at level 999 like in TA Death and Master mode, but continues to level 1300. Shirase also has other key features:<br />
<br />
If the player reaches 500 with a time greater than 2:28:00 (Classic) or 3:03:00 (World) [[Torikan|the game will stop]], and the player is awarded the grade S5 (assuming no REGRET! deductions).<br />
<br />
From level 500 to 1000, a line of garbage identical to the bottom row will spawn at regular intervals.<br />
<br />
If the player reaches 1000 with a time greater than 4:56:00(Classic) or 6:06:00 (World) the game will stop, and the player is awarded the grade S10 (assuming no REGRET! deductions).<br />
<br />
From level 1000 to 1300, every tetromino that spawns is made of monochrome [ ] blocks.<br />
<br />
Ichiro Mihara, creator of the series, has stated in his blog that levels beyond 1300 exist. Methods to reach such levels are yet unknown because the 1300 barrier has not yet been broken, even at the current record clear time of 4 minutes and 23 seconds.<br />
<br />
Grading is handled differently in Shirase mode. The game will award an S grade equivalent to the number of sections cleared; the highest grade being S13 for clearing level 1300. If the performance earns one or more "section time" REGRET! during play, the game will award an S grade lower than the number of sections cleared. REGRET! is announced if a section time exceeds 1 minute. Although there are other types of REGRET! confirmed, only the section time REGRET! appears to subtract from the player's grade.<br />
<br />
The secret ">" stacking challenge applies to Shirase mode also, despite a significant increase in difficulty due to its speed. Secret grades awarded in Shirase mode start at m grades instead of the usual S grades.<br />
<br />
The Shirase credit roll is a 20G, big tetromino challenge (all tetromino are twice their normal size).<br />
<br />
==== Speed Timings ====<br />
Gravity is fixed at 20G.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Delays'''<br />
! bgcolor="#80A3F8"|Level<br />
! bgcolor="#FFA069"|[[ARE]]<br>(frames)<br />
! bgcolor="#FFFF55"|[[DAS]]<br>(frames)<br />
! bgcolor="#CC88FF"|[[Drop|Lock]]<br>(frames)<br />
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)<br />
|-<br />
| bgcolor="#C4E8E8"|000 - 099 || bgcolor="#FFD3AC"|10 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|6<br />
|-<br />
| bgcolor="#C4E8E8"|100 - 199 || bgcolor="#FFD3AC"|10 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|5<br />
|-<br />
| bgcolor="#C4E8E8"|200 - 299 || bgcolor="#FFD3AC"|10 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|17 || bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|300 - 499 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|400 - 499 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|500 - 599 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|13 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|600 - 999 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1000 - 1099 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1100 - 1199 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|10 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1200 - 1299 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|8 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1300 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|6<br />
|}<br />
<br />
== Scoring ==<br />
<br />
Score in this game is even less important than previous games. The score is not shown until the game is finished, and it is apparently not used for the grading system or rankings. Nevertheless, the algorithm has changed since TAP, eliminating any effect from bravos and reducing the reward for sonic drops and speed. The equation is:<br />
<br />
'''Score = ((Level + Lines)/4 + Soft + Sonic) x Lines x Combo + (Level_After_Clear)/2 + Speed'''<br />
<br />
Where:<br />
*Level is the current level the player is on.<br />
*Lines is the number of lines cleared. There is no bonus here for triples and tetrises.<br />
*(Level + Lines)/4 is rounded up.<br />
*(Level_After_Clear)/2 is rounded up. This is the only part of the equation where the level bonus for triples and tetrises makes a difference.<br />
*Soft is the cummulative number frames during which Down was held during the piece's active time. Note that this means manually locking pieces already on the ground will increase the Soft value by 1.<br />
*Sonic is the size of the single greatest sonic drop during the piece's active time. Note that this is non-cummulative.<br />
*If the previous piece cleared no lines, Combo is reset to 1. Otherwise and its Combo value is:<br />
*:'''Combo = (previous Combo value) + (2 x Lines) - 2'''<br />
*:Example: A double-triple-single combo will have combo values 3, 7, and 7 respectively.<br />
*Speed can be no less than 0, and otherwise equal to:<br />
*:'''Speed = Lock Delay - Active Time'''<br />
:Where, Lock Delay is the number of frames of lock delay given out for that particular level, and Active Time is the number of frames the piece was active (which is a minimum of 1).<br />
<br />
== COOLs and REGRETs ==<br />
<br />
When playing the game, certain text messages may momentarily show up below the playfield. Two of which, COOL!! and REGRET!, are known to appear when the player has fulfilled certain conditions.<br />
<br />
=== COOL!! ===<br />
COOL!! messages appear only in Master mode. There are currently 3 known triggers of the COOL!! message. They cannot be visually distinguished, but they each show up when different conditions are met.<br />
<br />
==== Tetris COOL ====<br />
A "Tetris COOL" appears when the player has made Tetrises in excess of a certain number of times. The required number is 3 times for 0-99, 6 times in 100-199, and 4 times for all subsequent sections. Tetrises that span across sections are not counted for the previous section or the new section. This means that for a Tetris to count towards a Tetris COOL, the player would need to make the move by level *93.<br />
<br />
A Tetris COOL can be triggered twice in the 0-99 section if the player makes 6 Tetrises, double the number required to get it once. In other sections it is practically impossible to make double the number of required Tetrises, and perhaps even harmful to the player's grade. 12 tetrises in a section is completely impossible, and 8, while theoretically possible, will require enough pieces for a 16 row high stack at the previous level stop (risking a section time REGRET), and only leaves about 8 to spare on the level counter.<br />
<br />
==== Section COOL ====<br />
A "Section COOL" appears at around, but not exactly on, level *80 when the player has reached level *70 within a specific time. It may appear right before a piece spawn, or along with a line clear.<br />
<br />
It is strongly suspected that the player's grade is incremented by 1 when he finishes a section after having triggered a section COOL in that section. As an exception, a section COOL does not appear in the 900-999 section.<br />
<br />
==== Special COOL ====<br />
A "Special COOL" appears approximately two seconds after when the player performs certain moves:<br />
<br />
* 3 Tetrises in a row, one right after the other<br />
* 2 T-Spins in a row, one right after the other<br />
* a [[T-Spin Triple]] (WORLD only)<br />
<br />
The T-spin conditions can stack up. Therefore, if the player makes a T-spin Triple immediately followed by a T-spin Single, he will get two COOLs in a row.<br />
<br />
=== REGRET! ===<br />
REGRET! messages appear to note a failing in the player's performance. There are 2 known kinds of REGRET! messages in the game. In addition to Master mode, REGRET!s can also show up in Shirase mode.<br />
<br />
==== Hole REGRET ====<br />
A "Hole REGRET" appears when the playfield is in a suboptimal state, namely with numerous holes and possibly steps in the landscape. It appears immediately after locking a piece, or clearing a line. It can happen multiple times per section.<br />
<br />
==== Section Time REGRET ====<br />
A Section Time REGRET appears when the player took longer than a set amount of time to get through a *00-*99 level section. Some examples are 1'30" for Master mode Lv. 0-100, and 1'00" for Shirase mode Lv. 0-100. The times are same for both Classic and World rule modes.<br />
<br />
=== Effects on Grading ===<br />
<br />
Section COOLs and REGRETs strongly affect the final grade. All other COOLs and REGRETs have no direct impact on the grade.<br />
<br />
{{Arika games}}<br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_The_Grand_Master_3_Terror-Instinct&diff=5549Tetris The Grand Master 3 Terror-Instinct2008-05-22T06:40:45Z<p>71.193.11.72: /* Section COOL/REGRET System */</p>
<hr />
<div>{{Infobox |title = Tetris The Grand Master 3 Terror-Instinct<br />
|developer = ARIKA<br />
|publisher = TAITO<br />
|released = March, 2005<br />
|platform = Arcade, Type-X platform<br />
|boxart = Arika_Ti_title.jpg<br />
|title-scrn = Arika_Ti_gameselect.jpg<br />
|ingame-scrn = Arika_Ti_ingame.jpg<br />
|playfield = 10w<br />
|preview = 3<br />
|hold = Yes, with IHS<br />
|hard = Classic rule: Sonic Drop<br>World rule: Sonic Lock<br />
|system = Classic rule: TGM style wallkick<br>World rule: Symmetry SRS<br />
}}<br />
'''''Tetris The Grand Master 3 Terror-Instinct''''', abbreviated '''TGM3''' or '''Ti''', is a ''Tetris'' [[game]] from [[Arika]], part of the [[TGM series]].<br />
<br />
== Difference from past games in the series ==<br />
The grading system has undergone significant changes from previous games. The most notable change is the removal of an in-game score and grade display; they are only displayed after the end of the game, much like the secret grade in previous games.<br />
<br />
== Level Bonuses ==<br />
Unlike in [[TGM]], [[TGM2]], and [[TAP]], TGM3 advances the level further for a 3 or 4 [[line clear]]: [http://www.tetrisconcept.com/forum/viewtopic.php?p=3511#3511]<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Level Bonuses'''<br />
! bgcolor="#CC88FF"|Lines cleared<br />
! bgcolor="#BBBBBB"|Level advance<br>in older games<br />
! Level advance<br>in TGM3<br />
|-<br />
| bgcolor="#80A3F8"|1 (single) || bgcolor="#C4E8E8"|1 || bgcolor="#C4E8E8"|1<br />
|-<br />
| bgcolor="#66BB55"|2 (double) || bgcolor="#D7ECC6"|2 || bgcolor="#D7ECC6"|2<br />
|-<br />
| bgcolor="#FFFF55"|3 (triple) || bgcolor="#FFFF88"|3 || bgcolor="#FFFF88"|4<br />
|-<br />
| bgcolor="#FFA069"|4 (tetris) || bgcolor="#FFD3AC"|4 || bgcolor="#FFD3AC"|6<br />
|}<br />
<br />
== Game Modes ==<br />
<br />
=== Easy ===<br />
Easy mode has many similarities with Normal mode in [[TGM2]]. It is designed to bring less experienced players into the game who may be intimidated by the high speeds and steep learning curve of Master mode and Shirase mode. During play, the game displays a guide, depicted by a hollow frame, designed to give players suggestions on where to place the active tetromino.<br />
<br />
The game also shows animations of fireworks every time a line is cleared. The total number of firework shots ("Hanabi") during play is given at the end of the game, creating a "game within a game," where the objective is to attain the highest number of fireworks possible. The number of fireworks can increase with higher line clears, combos (multiple consecutive line clears), and T-Spin line clears.<br />
<br />
Easy mode is cleared by simply reaching level 200. Play continues during the credit roll in 20G, with a boost in the number of fireworks shown.<br />
<br />
=== Sakura ===<br />
Sakura mode replicates the gameplay of [[Tetris with Cardcaptor Sakura Eternal Heart]]. The mode's objective is not to clear lines but to clear every jeweled block in each stage as quickly as possible, similar to Flash Point. There are 20 stages, and 7 EX stages, each progressively more difficult to clear efficiently. Some stages feature handicaps such as the regular flipping of the playing field from left to right or the periodic invisibility of non-jewel blocks. The hold box is cleared between stages, therefore; it is not possible to hold a desired tetromino for the following stage.<br />
<br />
Score is not recorded as the mode is purely a time attack exercise. The player has a time limit in which to complete the whole mode. Beginning at 3 minutes, a time bonus is given for quickly clearing a stage.<br />
<br />
=== Master ===<br />
Master in TGM3 behaves very much like its predecessor in [[TGM2]]. Notable differences include the addition of a hold piece, a 3 piece preview, and new wallkicks for T and I tetrominos. At first, these additions may make TGM3's Master mode appear easier than in [[TGM2]]. This illusion, however, is soon dispelled by a huge increase in speed, which will cause all but the most experienced of players to struggle at later levels. Unlike previous games, the rate at which the speed increases is variable, and changes according to how well the player is doing. For instance, depending on the player, the game may enter 20G as early as level 300 or as late as level 500. Master mode will stop at level 500 with no credit roll if the timer has exceeded 7 minutes (except during qualification exams where it will continue to 999 as normal).<br />
<br />
==== Speed Timings ====<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Internal Gravity'''<br />
!bgcolor="#80A3F8"|Speed level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)||bgcolor="#80A3F8"|Speed level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|0||4||bgcolor="#C4E8E8"|220||32<br />
|-align = center<br />
|bgcolor="#C4E8E8"|30||6||bgcolor="#C4E8E8"|230||64<br />
|-align = center<br />
|bgcolor="#C4E8E8"|35||8||bgcolor="#C4E8E8"|233||96<br />
|-align = center<br />
|bgcolor="#C4E8E8"|40||10||bgcolor="#C4E8E8"|236||128<br />
|-align = center<br />
|bgcolor="#C4E8E8"|50||12||bgcolor="#C4E8E8"|239||160<br />
|-align = center<br />
|bgcolor="#C4E8E8"|60||16||bgcolor="#C4E8E8"|243||192<br />
|-align = center<br />
|bgcolor="#C4E8E8"|70||32||bgcolor="#C4E8E8"|247||224<br />
|-align = center<br />
|bgcolor="#C4E8E8"|80||48||bgcolor="#C4E8E8"|251||256 (1G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|90||64||bgcolor="#C4E8E8"|300||512 (2G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|100||80||bgcolor="#C4E8E8"|330||768 (3G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|120||96||bgcolor="#C4E8E8"|360||1024 (4G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|140||112||bgcolor="#C4E8E8"|400||1280 (5G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|160||128||bgcolor="#C4E8E8"|420||1024 (4G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|170||144||bgcolor="#C4E8E8"|450||768 (3G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|200||4||bgcolor="#C4E8E8"|500||5120 (20G)<br />
|}<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Delays'''<br />
! bgcolor="#80A3F8"|Speed level<br />
! bgcolor="#FFA069"|[[ARE]]<br>(frames)<br />
! bgcolor="#FFFF55"|[[DAS]]<br>(frames)<br />
! bgcolor="#CC88FF"|[[Lock delay|Lock]]<br>(frames)<br />
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)<br />
|- align = center<br />
| bgcolor="#C4E8E8"|000-499 || bgcolor="#FFD3AC"| 25 || bgcolor="#FFFF88"|14 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|40<br />
|- align = center<br />
| bgcolor="#C4E8E8"|500-599 || bgcolor="#FFD3AC"| 25 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|25<br />
|- align = center<br />
| bgcolor="#C4E8E8"|600-699 || bgcolor="#FFD3AC"| 25 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|16<br />
|- align = center<br />
| bgcolor="#C4E8E8"|700-799 || bgcolor="#FFD3AC"| 16 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|12<br />
|- align = center<br />
| bgcolor="#C4E8E8"|800-899 || bgcolor="#FFD3AC"| 12 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|900-999 || bgcolor="#FFD3AC"| 12 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|17 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1000-1099 || bgcolor="#FFD3AC"| 6 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|17 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1100-1199 || bgcolor="#FFD3AC"| 5 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1200-1299 || bgcolor="#FFD3AC"| 4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|6<br />
|}<br />
<br />
Clearing a section will boost the speed level by 100. Clearing a section with a section COOL and without a section REGRET will boost the speed level by 200.<br />
<br />
==== Grade Recognition System ====<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
! bgcolor="#FFFFDF"|Pre-S Grades || bgcolor="#FFFF00"|S Grades || bgcolor="#FFD37C"|M Grades || bgcolor="#CCBBCF"|Master Grades<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 9 || bgcolor="#FFFF88"| S1 || bgcolor="#FFD3AC"| M1 || bgcolor="#CCBBFF"| Master<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 8 || bgcolor="#FFFF88"| S2 || bgcolor="#FFD3AC"| M2 || bgcolor="#CCBBFF"| MasterK<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 7 || bgcolor="#FFFF88"| S3 || bgcolor="#FFD3AC"| M3 || bgcolor="#CCBBFF"| MasterV<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 6 || bgcolor="#FFFF88"| S4 || bgcolor="#FFD3AC"| M4 || bgcolor="#CCBBFF"| MasterO<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 5 || bgcolor="#FFFF88"| S5 || bgcolor="#FFD3AC"| M5 || bgcolor="#CCBBFF"| MasterM<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 4 || bgcolor="#FFFF88"| S6 || bgcolor="#FFD3AC"| M6 || bgcolor="#CCBBFF"| GrandMaster<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 3 || bgcolor="#FFFF88"| S7 || bgcolor="#FFD3AC"| M7 || bgcolor="#CCBBFF"| <br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 2 || bgcolor="#FFFF88"| S8 || bgcolor="#FFD3AC"| M8 || bgcolor="#CCBBFF"|<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 1 || bgcolor="#FFFF88"| S9 || bgcolor="#FFD3AC"| M9 || bgcolor="#CCBBFF"|<br />
|}<br />
<br />
'''Displayed Grade = floor(Internal Grade Boosts + Section COOL!! + Staff Roll Grade - Section REGRET!)'''<br />
<br />
As mentioned earlier, the player's grade is not displayed during the game but after the game has ended. The invisible challenge during the credit roll is back in TGM3, but unlike [[TGM2]], surviving it does not necessarily lead to a GM (Grand Master) grade. The GM grade was attained by the Japanese player 'jin8' on July 28, 2007 and 'KAN' on Dec 27, 2007. It was also acheived by 'DIS' at an unknown date. They are currently the only players in the world to have achieved GM. Many players had previously believed that the GM grade could not be obtained through standard play.<br />
<br />
The Secret Grade GM is awarded for the [[Tetromino art#Greater than|secret ">" stacking challenge]] in the same fashion as previous games in the series.<br />
<br />
There are three independent systems that work together to produce the final grade:<br />
<br />
===== Internal Grade System =====<br />
<br />
The first system is just like TAP, with internal grade points reaching 100 to advance to the next internal grade. Just like TAP's 9 -> S9, there are 18 grades this system can produce. In fact, testing by colour_thief (on his personal Ti machine set to freeplay) has shown that it is very likely that this entire part of the system is exactly the same as TAP with one important difference: the combo multiplier table.<br />
<br />
The grade point formula is the same as TAP:<br />
'''Awarded Grade Points = ceil(Basic Amount x Combo Multiplier) x Level Multiplier'''<br />
<br />
The basic amount and decay rate is determined by the player's current grade, and it is exactly the same as TAP. For each new "TAP grade" the player obtains, the player's grade gets a +1.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Internal Grade System'''<br />
|-<br />
!bgcolor="#BBBBBB" rowspan="2" |Internal <br>Grade<br />
!rowspan="2" |Grades <br>Boosted<br />
!bgcolor="#CC88FF" rowspan="2" |Decay <br>Rate<br />
!bgcolor="#BBBBBB" colspan="4"|Internal Grade Points awarded for:<br />
|-<br />
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris<br />
|- bgcolor="#EFEFEF" align = center<br />
| 0 || 0 || bgcolor="#CCBBFF"|125 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|40 || bgcolor="#FFD3AC"|50<br />
|- bgcolor="#D4D4D4" align = center<br />
| 1 || 1 || 80 || 10 || 20 || 30 || 40<br />
|- bgcolor="#EFEFEF" align = center<br />
| 2 || 2 || bgcolor="#CCBBFF"|80 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|30 || bgcolor="#FFD3AC"|40<br />
|- bgcolor="#D4D4D4" align = center<br />
| 3 || 3 || 50 || 10 || 15 || 30 || 40<br />
|- bgcolor="#EFEFEF" align = center<br />
| 4 || 4 || bgcolor="#CCBBFF"|45 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|15 || bgcolor="#FFFF88"|20 || bgcolor="#FFD3AC"|40<br />
|- bgcolor="#D4D4D4" align = center<br />
| 5 || 5 || 45 || 5 || 15 || 20 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 6 || 5 || 45 || 5 || 10 || 20 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 7 || 6 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 8 || 6 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 9 || 7 || 40 || 5 || 10 || 15 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 10 || 7 || 40 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 11 || 7 || 40 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 12 || 8 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 13 || 8 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 14 || 8 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 15 || 9 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 16 || 9 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 17 || 9 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 18 || 10 || bgcolor="#CCBBFF"|20 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 19 || 11 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 20 || 12 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 21 || 12 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 22 || 12 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 23 || 13 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 24 || 13 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 25 || 14 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 26 || 14 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 27 || 15 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 28 || 15 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 29 || 16 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 30 || 16 || bgcolor="#CCBBFF"|10 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 31+ || 17 || 10 || 2 || 12 || 13 || 30<br />
|}<br />
<br />
<br />
The combo multiplier is different than TAP. The same columns are used, but are given to different line clears. Most likely, TAP uses the exact table below but an "off-by-one" programming error reads the values in the wrong order. This sort of error is very easy to make when accessing two-dimensional information from a one-dimensional array, as is the case with the combo table.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Combo Multiplier'''<br />
|-<br />
!bgcolor="#BBBBBB" rowspan="2" |Combo <br>Size<br />
!bgcolor="#CC88FF" colspan="4"|Multiplier for:<br />
|-<br />
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris<br />
|-align = center<br />
| 1 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.0 || bgcolor="#FFFF88"|1.0 || bgcolor="#FFD3AC"|1.0 <br />
|-align = center<br />
| 2 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.2 || bgcolor="#FFFF88"|1.4 || bgcolor="#FFD3AC"|1.5 <br />
|-align = center<br />
| 3 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.2 || bgcolor="#FFFF88"|1.5 || bgcolor="#FFD3AC"|1.8 <br />
|-align = center<br />
| 4 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.6 || bgcolor="#FFD3AC"|2.0 <br />
|-align = center<br />
| 5 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.7 || bgcolor="#FFD3AC"|2.2 <br />
|-align = center<br />
| 6 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.8 || bgcolor="#FFD3AC"|2.3 <br />
|-align = center<br />
| 7 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.9 || bgcolor="#FFD3AC"|2.4 <br />
|-align = center<br />
| 8 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.5 || bgcolor="#FFFF88"|2.0 || bgcolor="#FFD3AC"|2.5 <br />
|-align = center<br />
| 9 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.5 || bgcolor="#FFFF88"|2.1 || bgcolor="#FFD3AC"|2.6 <br />
|-align = center<br />
| 10 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|2.0 || bgcolor="#FFFF88"|2.5 || bgcolor="#FFD3AC"|3.0 <br />
|} <br />
<br />
Finally, depending on the level, one of four level multipliers is applied to the awarded grade points. It is exactly the same as TAP.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Level Multiplier'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#CC88FF"|Multiplier<br />
|-align = center<br />
| bgcolor="#C4E8E8"|000-249 || bgcolor="#CCBBFF"|1<br />
|-align = center<br />
| bgcolor="#C4E8E8"|250-499 || bgcolor="#CCBBFF"|2 <br />
|-align = center<br />
| bgcolor="#C4E8E8"|500-749 || bgcolor="#CCBBFF"|3 <br />
|-align = center<br />
| bgcolor="#C4E8E8"|750-999 || bgcolor="#CCBBFF"|4 <br />
|}<br />
<br />
===== Section COOL/REGRET System =====<br />
<br />
The Internal Grade system is supported by a new COOL/REGRET grading system. Ti will display COOL!! or REGRET! for many reasons, but only one of these reasons is important to the grading system. The types in question are the "section COOL," which is achieved when the player reaches level *70 of all sections from 0-899 in a certain amount of time, and the "section REGRET", which is given out when the player finishes a section beyond a certain amount of time.<br />
<br />
Getting a section COOL and finishing the section will result in a +1 modifier to the player's grade. It's important to note that the +1 modifier only takes effect if the section is finished, and that there is no section COOL in section 900-999. Though a section COOL is internally triggered at *70, it is displayed to the player from *82 to *99, depending on the level the player reaches first. '''If the player recieves a section COOL and finishes the section without a section time regret, then the next section's *70 must be reached no more than two seconds slower than the previous one to receive another section COOL.'''<br />
<br />
Getting a section REGRET will result in a -1 modifier to the player's grade. A section REGRET will override a section COOL if both are received in the same section. If neither a COOL nor a REGRET are received in a section, no modifier is applied to the player's grade.<br />
<br />
If the player misses a section COOL, then the following section's COOL conditions can be derived from the table below.<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Baseline Section COOL Conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#66BB55"|Section Time<br />
|-<br />
| bgcolor="#C4E8E8"|0-70 || bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-170 || bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-270 || bgcolor="#D7ECC6"|49:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-370 || bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-470 || bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-570 || bgcolor="#D7ECC6"|42:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-670 || bgcolor="#D7ECC6"|42:00 <br />
|-<br />
| bgcolor="#C4E8E8"|700-770 || bgcolor="#D7ECC6"|38:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-870 || bgcolor="#D7ECC6"|38:00<br />
|}<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Section REGRET Conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#FFA069"|Section Time<br />
|-<br />
| bgcolor="#C4E8E8"|0-99 || bgcolor="#FFD3AC"|1:30:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-199 || bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-299 || bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-399 || bgcolor="#FFD3AC"|1:08:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-499 || bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-599 || bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-699 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|700-799 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-899 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|900-999 || bgcolor="#FFD3AC"|50:00<br />
|}<br />
<br />
===== Staff Roll Grading System =====<br />
<br />
The third and final grade system is only in effect during the staff roll. The staff roll in Ti works largely the same as in [[TGM2]], but with a greater impact on the player's grade. Depending on whether it is the disappearing roll (where blocks disappear 5 seconds after they lock) or the invisible roll (where blocks disappear as soon as they lock), a grade modifier is put into place for the entirety of the roll.<br />
<br />
The invisible roll requirements are to clear with all section COOLs and an internal grade of at least 27 (or S7 in TAP grading).<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Staff roll grade system'''<br />
! bgcolor="#CC88FF"|Lines cleared<br />
! bgcolor="#BBBBBB"|Grades awarded in disappearing roll<br />
! Grades awarded in invisible roll<br />
|-<br />
| bgcolor="#80A3F8"|1 (single) || bgcolor="#C4E8E8"|0.04 || bgcolor="#C4E8E8"|0.1<br />
|-<br />
| bgcolor="#66BB55"|2 (double) || bgcolor="#D7ECC6"|0.08 || bgcolor="#D7ECC6"|0.2<br />
|-<br />
| bgcolor="#FFFF55"|3 (triple) || bgcolor="#FFFF88"|0.12 || bgcolor="#FFFF88"|0.3<br />
|-<br />
| bgcolor="#FFA069"|4 (tetris) || bgcolor="#FFD3AC"|0.26 || bgcolor="#FFD3AC"|1.0<br />
|-<br />
| bgcolor="#FF8999"|Clear || bgcolor="#FFB2AC"|0.50 || bgcolor="#FFB2AC"|1.6<br />
|}<br />
<br />
*"Clear" denotes whether the player survived the staff roll or not.<br />
<br />
==== GrandMaster Requirements ====<br />
If the player exhausts the potential of all three grade systems, the player will still only be awarded MasterM. The GrandMaster grade is only first awarded through a promotional exam. To be eligible for this exam, the player first has to be qualified MasterM, then they must consistently achieve GrandMaster-worthy performances until the exam is given. In addition to clearing enough lines in the staff roll to get GrandMaster, the player must also survive it to pass the exam.<br />
<br />
If the player is qualified GrandMaster, then the grade can be awarded in normal play. However, if the player doesn't achieve GrandMaster or near-GrandMaster performances consistently enough, they can be demoted back to MasterM.<br />
<br />
=== Shirase ===<br />
Shirase follows in the footsteps of TA Death in [[TAP]]. However, the immense speed difference is immediately apparent, and continues to increase throughout. Shirase mode does not stop at level 999 like in TA Death and Master mode, but continues to level 1300. Shirase also has other key features:<br />
<br />
If the player reaches 500 with a time greater than 2:28:00 (Classic) or 3:03:00 (World) [[Torikan|the game will stop]], and the player is awarded the grade S5 (assuming no REGRET! deductions).<br />
<br />
From level 500 to 1000, a line of garbage identical to the bottom row will spawn at regular intervals.<br />
<br />
If the player reaches 1000 with a time greater than 4:56:00(Classic) or 6:06:00 (World) the game will stop, and the player is awarded the grade S10 (assuming no REGRET! deductions).<br />
<br />
From level 1000 to 1300, every tetromino that spawns is made of monochrome [ ] blocks.<br />
<br />
Ichiro Mihara, creator of the series, has stated in his blog that levels beyond 1300 exist. Methods to reach such levels are yet unknown because the 1300 barrier has not yet been broken, even at the current record clear time of 4 minutes and 23 seconds.<br />
<br />
Grading is handled differently in Shirase mode. The game will award an S grade equivalent to the number of sections cleared; the highest grade being S13 for clearing level 1300. If the performance earns one or more "section time" REGRET! during play, the game will award an S grade lower than the number of sections cleared. REGRET! is announced if a section time exceeds 1 minute. Although there are other types of REGRET! confirmed, only the section time REGRET! appears to subtract from the player's grade.<br />
<br />
The secret ">" stacking challenge applies to Shirase mode also, despite a significant increase in difficulty due to its speed. Secret grades awarded in Shirase mode start at m grades instead of the usual S grades.<br />
<br />
The Shirase credit roll is a 20G, big tetromino challenge (all tetromino are twice their normal size).<br />
<br />
==== Speed Timings ====<br />
Gravity is fixed at 20G.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Delays'''<br />
! bgcolor="#80A3F8"|Level<br />
! bgcolor="#FFA069"|[[ARE]]<br>(frames)<br />
! bgcolor="#FFFF55"|[[DAS]]<br>(frames)<br />
! bgcolor="#CC88FF"|[[Drop|Lock]]<br>(frames)<br />
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)<br />
|-<br />
| bgcolor="#C4E8E8"|000 - 099 || bgcolor="#FFD3AC"|10 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|6<br />
|-<br />
| bgcolor="#C4E8E8"|100 - 199 || bgcolor="#FFD3AC"|10 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|5<br />
|-<br />
| bgcolor="#C4E8E8"|200 - 299 || bgcolor="#FFD3AC"|10 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|17 || bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|300 - 499 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|400 - 499 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|500 - 599 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|13 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|600 - 999 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1000 - 1099 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1100 - 1199 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|10 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1200 - 1299 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|8 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1300 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|6<br />
|}<br />
<br />
== Scoring ==<br />
<br />
Score in this game is even less important than previous games. The score is not shown until the game is finished, and it is apparently not used for the grading system or rankings. Nevertheless, the algorithm has changed since TAP, eliminating any effect from bravos and reducing the reward for sonic drops and speed. The equation is:<br />
<br />
'''Score = ((Level + Lines)/4 + Soft + Sonic) x Lines x Combo + (Level_After_Clear)/2 + Speed'''<br />
<br />
Where:<br />
*Level is the current level the player is on.<br />
*Lines is the number of lines cleared. There is no bonus here for triples and tetrises.<br />
*(Level + Lines)/4 is rounded up.<br />
*(Level_After_Clear)/2 is rounded up. This is the only part of the equation where the level bonus for triples and tetrises makes a difference.<br />
*Soft is the cummulative number frames during which Down was held during the piece's active time. Note that this means manually locking pieces already on the ground will increase the Soft value by 1.<br />
*Sonic is the size of the single greatest sonic drop during the piece's active time. Note that this is non-cummulative.<br />
*If the previous piece cleared no lines, Combo is reset to 1. Otherwise and its Combo value is:<br />
*:'''Combo = (previous Combo value) + (2 x Lines) - 2'''<br />
*:Example: A double-triple-single combo will have combo values 3, 7, and 7 respectively.<br />
*Speed can be no less than 0, and otherwise equal to:<br />
*:'''Speed = Lock Delay - Active Time'''<br />
:Where, Lock Delay is the number of frames of lock delay given out for that particular level, and Active Time is the number of frames the piece was active (which is a minimum of 1).<br />
<br />
== COOLs and REGRETs ==<br />
<br />
When playing the game, certain text messages may momentarily show up below the playfield. Two of which, COOL!! and REGRET!, are known to appear when the player has fulfilled certain conditions.<br />
<br />
=== COOL!! ===<br />
COOL!! messages appear only in Master mode. There are currently 3 known triggers of the COOL!! message. They cannot be visually distinguished, but they each show up when different conditions are met.<br />
<br />
==== Tetris COOL ====<br />
A "Tetris COOL" appears when the player has made Tetrises in excess of a certain number of times. The required number is 3 times for 0-99, 6 times in 100-199, and 4 times for all subsequent sections. Tetrises that span across sections are not counted for the previous section or the new section. This means that for a Tetris to count towards a Tetris COOL, the player would need to make the move by level *93.<br />
<br />
A Tetris COOL can be triggered twice in the 0-99 section if the player makes 6 Tetrises, double the number required to get it once. In other sections it is practically impossible to make double the number of required Tetrises, and perhaps even harmful to the player's grade. 12 tetrises in a section is completely impossible, and 8, while theoretically possible, will require enough pieces for a 16 row high stack at the previous level stop (risking a section time REGRET), and only leaves about 8 to spare on the level counter.<br />
<br />
==== Section COOL ====<br />
A "Section COOL" appears at around, but not exactly on, level *80 when the player has reached level *70 within a specific time. It may appear right before a piece spawn, or along with a line clear.<br />
<br />
It is strongly suspected that the player's grade is incremented by 1 when he finishes a section after having triggered a section COOL in that section. As an exception, a section COOL does not appear in the 900-999 section.<br />
<br />
==== Special COOL ====<br />
A "Special COOL" appears approximately two seconds after when the player performs certain moves:<br />
<br />
* 3 Tetrises in a row, one right after the other<br />
* 2 T-Spins in a row, one right after the other<br />
* a [[T-Spin Triple]] (WORLD only)<br />
<br />
The T-spin conditions can stack up. Therefore, if the player makes a T-spin Triple immediately followed by a T-spin Single, he will get two COOLs in a row.<br />
<br />
=== REGRET! ===<br />
REGRET! messages appear to note a failing in the player's performance. There are 2 known kinds of REGRET! messages in the game. In addition to Master mode, REGRET!s can also show up in Shirase mode.<br />
<br />
==== Hole REGRET ====<br />
A "Hole REGRET" appears when the playfield is in a suboptimal state, namely with numerous holes and possibly steps in the landscape. It appears immediately after locking a piece, or clearing a line. It can happen multiple times per section.<br />
<br />
==== Section Time REGRET ====<br />
A Section Time REGRET appears when the player took longer than a set amount of time to get through a *00-*99 level section. Some examples are 1'30" for Master mode Lv. 0-100, and 1'00" for Shirase mode Lv. 0-100. The times are same for both Classic and World rule modes.<br />
<br />
=== Effects on Grading ===<br />
<br />
Section COOLs and REGRETs strongly affect the final grade. All other COOLs and REGRETs have no direct impact on the grade.<br />
<br />
{{Arika games}}<br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_The_Grand_Master_3_Terror-Instinct&diff=5538Tetris The Grand Master 3 Terror-Instinct2008-05-05T05:21:51Z<p>71.193.11.72: /* Staff Roll Grading System */</p>
<hr />
<div>{{Infobox |title = Tetris The Grand Master 3 Terror-Instinct<br />
|developer = ARIKA<br />
|publisher = TAITO<br />
|released = March, 2005<br />
|platform = Arcade, Type-X platform<br />
|boxart = Arika_Ti_title.jpg<br />
|title-scrn = Arika_Ti_gameselect.jpg<br />
|ingame-scrn = Arika_Ti_ingame.jpg<br />
|playfield = 10w<br />
|preview = 3<br />
|hold = Yes, with IHS<br />
|hard = Classic rule: Sonic Drop<br>World rule: Sonic Lock<br />
|system = Classic rule: TGM style wallkick<br>World rule: Symmetry SRS<br />
}}<br />
'''''Tetris The Grand Master 3 Terror-Instinct''''', abbreviated '''TGM3''' or '''Ti''', is a ''Tetris'' [[game]] from [[Arika]], part of the [[TGM series]].<br />
<br />
== Difference from past games in the series ==<br />
The grading system has undergone significant changes from previous games. The most notable change is the removal of an in-game score and grade display; they are only displayed after the end of the game, much like the secret grade in previous games.<br />
<br />
== Level Bonuses ==<br />
Unlike in [[TGM]], [[TGM2]], and [[TAP]], TGM3 advances the level further for a 3 or 4 [[line clear]]: [http://www.tetrisconcept.com/forum/viewtopic.php?p=3511#3511]<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Level Bonuses'''<br />
! bgcolor="#CC88FF"|Lines cleared<br />
! bgcolor="#BBBBBB"|Level advance<br>in older games<br />
! Level advance<br>in TGM3<br />
|-<br />
| bgcolor="#80A3F8"|1 (single) || bgcolor="#C4E8E8"|1 || bgcolor="#C4E8E8"|1<br />
|-<br />
| bgcolor="#66BB55"|2 (double) || bgcolor="#D7ECC6"|2 || bgcolor="#D7ECC6"|2<br />
|-<br />
| bgcolor="#FFFF55"|3 (triple) || bgcolor="#FFFF88"|3 || bgcolor="#FFFF88"|4<br />
|-<br />
| bgcolor="#FFA069"|4 (tetris) || bgcolor="#FFD3AC"|4 || bgcolor="#FFD3AC"|6<br />
|}<br />
<br />
== Game Modes ==<br />
<br />
=== Easy ===<br />
Easy mode has many similarities with Normal mode in [[TGM2]]. It is designed to bring less experienced players into the game who may be intimidated by the high speeds and steep learning curve of Master mode and Shirase mode. During play, the game displays a guide, depicted by a hollow frame, designed to give players suggestions on where to place the active tetromino.<br />
<br />
The game also shows animations of fireworks every time a line is cleared. The total number of firework shots ("Hanabi") during play is given at the end of the game, creating a "game within a game," where the objective is to attain the highest number of fireworks possible. The number of fireworks can increase with higher line clears, combos (multiple consecutive line clears), and T-Spin line clears.<br />
<br />
Easy mode is cleared by simply reaching level 200. Play continues during the credit roll in 20G, with a boost in the number of fireworks shown.<br />
<br />
=== Sakura ===<br />
Sakura mode replicates the gameplay of [[Tetris with Cardcaptor Sakura Eternal Heart]]. The mode's objective is not to clear lines but to clear every jeweled block in each stage as quickly as possible, similar to Flash Point. There are 20 stages, and 7 EX stages, each progressively more difficult to clear efficiently. Some stages feature handicaps such as the regular flipping of the playing field from left to right or the periodic invisibility of non-jewel blocks. The hold box is cleared between stages, therefore; it is not possible to hold a desired tetromino for the following stage.<br />
<br />
Score is not recorded as the mode is purely a time attack exercise. The player has a time limit in which to complete the whole mode. Beginning at 3 minutes, a time bonus is given for quickly clearing a stage.<br />
<br />
=== Master ===<br />
Master in TGM3 behaves very much like its predecessor in [[TGM2]]. Notable differences include the addition of a hold piece, a 3 piece preview, and new wallkicks for T and I tetrominos. At first, these additions may make TGM3's Master mode appear easier than in [[TGM2]]. This illusion, however, is soon dispelled by a huge increase in speed, which will cause all but the most experienced of players to struggle at later levels. Unlike previous games, the rate at which the speed increases is variable, and changes according to how well the player is doing. For instance, depending on the player, the game may enter 20G as early as level 300 or as late as level 500. Master mode will stop at level 500 with no credit roll if the timer has exceeded 7 minutes (except during qualification exams where it will continue to 999 as normal).<br />
<br />
==== Speed Timings ====<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Internal Gravity'''<br />
!bgcolor="#80A3F8"|Speed level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)||bgcolor="#80A3F8"|Speed level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|0||4||bgcolor="#C4E8E8"|220||32<br />
|-align = center<br />
|bgcolor="#C4E8E8"|30||6||bgcolor="#C4E8E8"|230||64<br />
|-align = center<br />
|bgcolor="#C4E8E8"|35||8||bgcolor="#C4E8E8"|233||96<br />
|-align = center<br />
|bgcolor="#C4E8E8"|40||10||bgcolor="#C4E8E8"|236||128<br />
|-align = center<br />
|bgcolor="#C4E8E8"|50||12||bgcolor="#C4E8E8"|239||160<br />
|-align = center<br />
|bgcolor="#C4E8E8"|60||16||bgcolor="#C4E8E8"|243||192<br />
|-align = center<br />
|bgcolor="#C4E8E8"|70||32||bgcolor="#C4E8E8"|247||224<br />
|-align = center<br />
|bgcolor="#C4E8E8"|80||48||bgcolor="#C4E8E8"|251||256 (1G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|90||64||bgcolor="#C4E8E8"|300||512 (2G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|100||80||bgcolor="#C4E8E8"|330||768 (3G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|120||96||bgcolor="#C4E8E8"|360||1024 (4G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|140||112||bgcolor="#C4E8E8"|400||1280 (5G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|160||128||bgcolor="#C4E8E8"|420||1024 (4G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|170||144||bgcolor="#C4E8E8"|450||768 (3G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|200||4||bgcolor="#C4E8E8"|500||5120 (20G)<br />
|}<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Delays'''<br />
! bgcolor="#80A3F8"|Speed level<br />
! bgcolor="#FFA069"|[[ARE]]<br>(frames)<br />
! bgcolor="#FFFF55"|[[DAS]]<br>(frames)<br />
! bgcolor="#CC88FF"|[[Lock delay|Lock]]<br>(frames)<br />
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)<br />
|- align = center<br />
| bgcolor="#C4E8E8"|000-499 || bgcolor="#FFD3AC"| 25 || bgcolor="#FFFF88"|14 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|40<br />
|- align = center<br />
| bgcolor="#C4E8E8"|500-599 || bgcolor="#FFD3AC"| 25 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|25<br />
|- align = center<br />
| bgcolor="#C4E8E8"|600-699 || bgcolor="#FFD3AC"| 25 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|16<br />
|- align = center<br />
| bgcolor="#C4E8E8"|700-799 || bgcolor="#FFD3AC"| 16 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|12<br />
|- align = center<br />
| bgcolor="#C4E8E8"|800-899 || bgcolor="#FFD3AC"| 12 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|900-999 || bgcolor="#FFD3AC"| 12 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|17 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1000-1099 || bgcolor="#FFD3AC"| 6 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|17 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1100-1199 || bgcolor="#FFD3AC"| 5 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1200-1899 || bgcolor="#FFD3AC"| 4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|6<br />
|}<br />
<br />
Clearing a section will boost the speed level by 100. Clearing a section with a section COOL and without a section REGRET will boost the speed level by 200.<br />
<br />
==== Grade Recognition System ====<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
! bgcolor="#FFFFDF"|Pre-S Grades || bgcolor="#FFFF00"|S Grades || bgcolor="#FFD37C"|M Grades || bgcolor="#CCBBCF"|Master Grades<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 9 || bgcolor="#FFFF88"| S1 || bgcolor="#FFD3AC"| M1 || bgcolor="#CCBBFF"| Master<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 8 || bgcolor="#FFFF88"| S2 || bgcolor="#FFD3AC"| M2 || bgcolor="#CCBBFF"| MasterK<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 7 || bgcolor="#FFFF88"| S3 || bgcolor="#FFD3AC"| M3 || bgcolor="#CCBBFF"| MasterV<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 6 || bgcolor="#FFFF88"| S4 || bgcolor="#FFD3AC"| M4 || bgcolor="#CCBBFF"| MasterO<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 5 || bgcolor="#FFFF88"| S5 || bgcolor="#FFD3AC"| M5 || bgcolor="#CCBBFF"| MasterM<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 4 || bgcolor="#FFFF88"| S6 || bgcolor="#FFD3AC"| M6 || bgcolor="#CCBBFF"| GrandMaster<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 3 || bgcolor="#FFFF88"| S7 || bgcolor="#FFD3AC"| M7 || bgcolor="#CCBBFF"| <br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 2 || bgcolor="#FFFF88"| S8 || bgcolor="#FFD3AC"| M8 || bgcolor="#CCBBFF"|<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 1 || bgcolor="#FFFF88"| S9 || bgcolor="#FFD3AC"| M9 || bgcolor="#CCBBFF"|<br />
|}<br />
<br />
'''Displayed Grade = floor(Internal Grade Boosts + Section COOL!! + Staff Roll Grade - Section REGRET!)'''<br />
<br />
As mentioned earlier, the player's grade is not displayed during the game but after the game has ended. The invisible challenge during the credit roll is back in TGM3, but unlike [[TGM2]], surviving it does not necessarily lead to a GM (Grand Master) grade. The GM grade was attained by the Japanese player 'jin8' on July 28, 2007 and 'KAN' on Dec 27, 2007. It was also acheived by 'DIS' at an unknown date. They are currently the only players in the world to have achieved GM. Many players had previously believed that the GM grade could not be obtained through standard play.<br />
<br />
The Secret Grade GM is awarded for the [[Tetromino art#Greater than|secret ">" stacking challenge]] in the same fashion as previous games in the series.<br />
<br />
There are three independent systems that work together to produce the final grade:<br />
<br />
===== Internal Grade System =====<br />
<br />
The first system is just like TAP, with internal grade points reaching 100 to advance to the next internal grade. Just like TAP's 9 -> S9, there are 18 grades this system can produce. In fact, testing by colour_thief (on his personal Ti machine set to freeplay) has shown that it is very likely that this entire part of the system is exactly the same as TAP with one important difference: the combo multiplier table.<br />
<br />
The grade point formula is the same as TAP:<br />
'''Awarded Grade Points = ceil(Basic Amount x Combo Multiplier) x Level Multiplier'''<br />
<br />
The basic amount and decay rate is determined by the player's current grade, and it is exactly the same as TAP. For each new "TAP grade" the player obtains, the player's grade gets a +1.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Internal Grade System'''<br />
|-<br />
!bgcolor="#BBBBBB" rowspan="2" |Internal <br>Grade<br />
!rowspan="2" |Grades <br>Boosted<br />
!bgcolor="#CC88FF" rowspan="2" |Decay <br>Rate<br />
!bgcolor="#BBBBBB" colspan="4"|Internal Grade Points awarded for:<br />
|-<br />
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris<br />
|- bgcolor="#EFEFEF" align = center<br />
| 0 || 0 || bgcolor="#CCBBFF"|125 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|40 || bgcolor="#FFD3AC"|50<br />
|- bgcolor="#D4D4D4" align = center<br />
| 1 || 1 || 80 || 10 || 20 || 30 || 40<br />
|- bgcolor="#EFEFEF" align = center<br />
| 2 || 2 || bgcolor="#CCBBFF"|80 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|30 || bgcolor="#FFD3AC"|40<br />
|- bgcolor="#D4D4D4" align = center<br />
| 3 || 3 || 50 || 10 || 15 || 30 || 40<br />
|- bgcolor="#EFEFEF" align = center<br />
| 4 || 4 || bgcolor="#CCBBFF"|45 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|15 || bgcolor="#FFFF88"|20 || bgcolor="#FFD3AC"|40<br />
|- bgcolor="#D4D4D4" align = center<br />
| 5 || 5 || 45 || 5 || 15 || 20 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 6 || 5 || 45 || 5 || 10 || 20 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 7 || 6 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 8 || 6 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 9 || 7 || 40 || 5 || 10 || 15 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 10 || 7 || 40 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 11 || 7 || 40 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 12 || 8 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 13 || 8 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 14 || 8 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 15 || 9 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 16 || 9 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 17 || 9 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 18 || 10 || bgcolor="#CCBBFF"|20 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 19 || 11 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 20 || 12 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 21 || 12 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 22 || 12 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 23 || 13 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 24 || 13 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 25 || 14 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 26 || 14 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 27 || 15 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 28 || 15 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 29 || 16 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 30 || 16 || bgcolor="#CCBBFF"|10 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 31+ || 17 || 10 || 2 || 12 || 13 || 30<br />
|}<br />
<br />
<br />
The combo multiplier is different than TAP. The same columns are used, but are given to different line clears. Most likely, TAP uses the exact table below but an "off-by-one" programming error reads the values in the wrong order. This sort of error is very easy to make when accessing two-dimensional information from a one-dimensional array, as is the case with the combo table.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Combo Multiplier'''<br />
|-<br />
!bgcolor="#BBBBBB" rowspan="2" |Combo <br>Size<br />
!bgcolor="#CC88FF" colspan="4"|Multiplier for:<br />
|-<br />
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris<br />
|-align = center<br />
| 1 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.0 || bgcolor="#FFFF88"|1.0 || bgcolor="#FFD3AC"|1.0 <br />
|-align = center<br />
| 2 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.2 || bgcolor="#FFFF88"|1.4 || bgcolor="#FFD3AC"|1.5 <br />
|-align = center<br />
| 3 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.2 || bgcolor="#FFFF88"|1.5 || bgcolor="#FFD3AC"|1.8 <br />
|-align = center<br />
| 4 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.6 || bgcolor="#FFD3AC"|2.0 <br />
|-align = center<br />
| 5 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.7 || bgcolor="#FFD3AC"|2.2 <br />
|-align = center<br />
| 6 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.8 || bgcolor="#FFD3AC"|2.3 <br />
|-align = center<br />
| 7 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.9 || bgcolor="#FFD3AC"|2.4 <br />
|-align = center<br />
| 8 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.5 || bgcolor="#FFFF88"|2.0 || bgcolor="#FFD3AC"|2.5 <br />
|-align = center<br />
| 9 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.5 || bgcolor="#FFFF88"|2.1 || bgcolor="#FFD3AC"|2.6 <br />
|-align = center<br />
| 10 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|2.0 || bgcolor="#FFFF88"|2.5 || bgcolor="#FFD3AC"|3.0 <br />
|} <br />
<br />
Finally, depending on the level, one of four level multipliers is applied to the awarded grade points. It is exactly the same as TAP.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Level Multiplier'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#CC88FF"|Multiplier<br />
|-align = center<br />
| bgcolor="#C4E8E8"|000-249 || bgcolor="#CCBBFF"|1<br />
|-align = center<br />
| bgcolor="#C4E8E8"|250-499 || bgcolor="#CCBBFF"|2 <br />
|-align = center<br />
| bgcolor="#C4E8E8"|500-749 || bgcolor="#CCBBFF"|3 <br />
|-align = center<br />
| bgcolor="#C4E8E8"|750-999 || bgcolor="#CCBBFF"|4 <br />
|}<br />
<br />
===== Section COOL/REGRET System =====<br />
<br />
The Internal Grade system is supported by a new COOL/REGRET grading system. Ti will display COOL!! or REGRET! for many reasons, but only one of these reasons is important to the grading system. The types in question are the "section COOL," which is achieved when the player reaches level *70 of all sections from 0-899 in a certain amount of time, and the "section REGRET", which is given out when the player finishes a section beyond a certain amount of time.<br />
<br />
Getting a section COOL and finishing the section will result in a +1 modifier to the player's grade. It's important to note that the +1 modifier only takes effect if the section is finished, and that there is no section COOL in section 900-999. Though a section COOL is internally triggered at *70, it may be randomly displayed to the player anywhere from *80 to *90.<br />
<br />
Getting a section REGRET will result in a -1 modifier to the player's grade. A section REGRET will override a section COOL if both are received in the same section. If neither a COOL nor a REGRET are received in a section, no modifier is applied to the player's grade.<br />
<br />
The conditions for each section COOL and REGRET were recently discovered through reverse engineering. They work similarly to the section time conditions for the "M-Roll" in [[TAP]]. If the player reaches *70 and gets a section COOL, then the next *70 can be no more than two seconds slower than the previous section's COOL. If the player passes a section without a REGRET, then the next section must be completed no more than two seconds slower than the previous section. If the player misses a section COOL or receives a section REGRET, then the section times can be derived from the below tables.<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Baseline Section COOL Conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#66BB55"|Section Time<br />
|-<br />
| bgcolor="#C4E8E8"|0-70 || bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-170 || bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-270 || bgcolor="#D7ECC6"|49:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-370 || bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-470 || bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-570 || bgcolor="#D7ECC6"|42:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-670 || bgcolor="#D7ECC6"|42:00 <br />
|-<br />
| bgcolor="#C4E8E8"|700-770 || bgcolor="#D7ECC6"|38:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-870 || bgcolor="#D7ECC6"|38:00<br />
|}<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Baseline Section REGRET Conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#FFA069"|Section Time<br />
|-<br />
| bgcolor="#C4E8E8"|0-99 || bgcolor="#FFD3AC"|1:30:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-199 || bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-299 || bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-399 || bgcolor="#FFD3AC"|1:08:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-499 || bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-599 || bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-699 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|700-799 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-899 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|900-999 || bgcolor="#FFD3AC"|50:00<br />
|}<br />
<br />
===== Staff Roll Grading System =====<br />
<br />
The third and final grade system is only in effect during the staff roll. The staff roll in Ti works largely the same as in [[TGM2]], but with a greater impact on the player's grade. Depending on whether it is the disappearing roll (where blocks disappear 5 seconds after they lock) or the invisible roll (where blocks disappear as soon as they lock), a grade modifier is put into place for the entirety of the roll. Unlike TAP, gettign an internal grade of 31+ is sufficient to trigger the invisible roll.<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Staff roll grade system'''<br />
! bgcolor="#CC88FF"|Lines cleared<br />
! bgcolor="#BBBBBB"|Grades awarded in disappearing roll<br />
! Grades awarded in invisible roll<br />
|-<br />
| bgcolor="#80A3F8"|1 (single) || bgcolor="#C4E8E8"|0.04 || bgcolor="#C4E8E8"|0.1<br />
|-<br />
| bgcolor="#66BB55"|2 (double) || bgcolor="#D7ECC6"|0.08 || bgcolor="#D7ECC6"|0.2<br />
|-<br />
| bgcolor="#FFFF55"|3 (triple) || bgcolor="#FFFF88"|0.12 || bgcolor="#FFFF88"|0.3<br />
|-<br />
| bgcolor="#FFA069"|4 (tetris) || bgcolor="#FFD3AC"|0.26 || bgcolor="#FFD3AC"|1.0<br />
|-<br />
| bgcolor="#FF8999"|Clear || bgcolor="#FFB2AC"|0.50 || bgcolor="#FFB2AC"|1.6<br />
|}<br />
<br />
*"Clear" denotes whether the player survived the staff roll or not.<br />
<br />
==== GrandMaster Requirements ====<br />
If the player exhausts the potential of all three grade systems, the player will still only be awarded MasterM. The GrandMaster grade is only first awarded through a promotional exam. To be eligible for this exam, the player first has to be qualified MasterM, then they must consistently achieve GrandMaster-worthy performances until the exam is given.<br />
<br />
If the player is qualified GrandMaster, then the grade can be awarded in normal play. However, if the player doesn't achieve GrandMaster or near-GrandMaster performances consistently enough, they can be demoted back to MasterM.<br />
<br />
=== Shirase ===<br />
Shirase follows in the footsteps of TA Death in [[TAP]]. However, the immense speed difference is immediately apparent, and continues to increase throughout. Shirase mode does not stop at level 999 like in TA Death and Master mode, but continues to level 1300. Shirase also has other key features:<br />
<br />
If the player reaches 500 with a time greater than 2:28:00 (Classic) or 3:03:00 (World) [[Torikan|the game will stop]], and the player is awarded the grade S5 (assuming no REGRET! deductions).<br />
<br />
From level 500 to 1000, a line of garbage identical to the bottom row will spawn at regular intervals.<br />
<br />
If the player reaches 1000 with a time greater than 4:56:00(Classic) or 6:06:00 (World) the game will stop, and the player is awarded the grade S10 (assuming no REGRET! deductions).<br />
<br />
From level 1000 to 1300, every tetromino that spawns is made of monochrome [ ] blocks.<br />
<br />
Ichiro Mihara, creator of the series, has stated in his blog that levels beyond 1300 exist. Methods to reach such levels are yet unknown because the 1300 barrier has not yet been broken, even at the current record clear time of 4 minutes and 23 seconds.<br />
<br />
Grading is handled differently in Shirase mode. The game will award an S grade equivalent to the number of sections cleared; the highest grade being S13 for clearing level 1300. If the performance earns one or more "section time" REGRET! during play, the game will award an S grade lower than the number of sections cleared. REGRET! is announced if a section time exceeds 1 minute. Although there are other types of REGRET! confirmed, only the section time REGRET! appears to subtract from the player's grade.<br />
<br />
The secret ">" stacking challenge applies to Shirase mode also, despite a significant increase in difficulty due to its speed. Secret grades awarded in Shirase mode start at m grades instead of the usual S grades.<br />
<br />
The Shirase credit roll is a 20G, big tetromino challenge (all tetromino are twice their normal size).<br />
<br />
==== Speed Timings ====<br />
Gravity is fixed at 20G.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Delays'''<br />
! bgcolor="#80A3F8"|Level<br />
! bgcolor="#FFA069"|[[ARE]]<br>(frames)<br />
! bgcolor="#FFFF55"|[[DAS]]<br>(frames)<br />
! bgcolor="#CC88FF"|[[Drop|Lock]]<br>(frames)<br />
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)<br />
|-<br />
| bgcolor="#C4E8E8"|000 - 099 || bgcolor="#FFD3AC"|10 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|6<br />
|-<br />
| bgcolor="#C4E8E8"|100 - 199 || bgcolor="#FFD3AC"|10 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|5<br />
|-<br />
| bgcolor="#C4E8E8"|200 - 299 || bgcolor="#FFD3AC"|10 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|17 || bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|300 - 499 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|400 - 499 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|500 - 599 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|13 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|600 - 999 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1000 - 1099 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1100 - 1199 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|10 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1200 - 1299 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|8 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1300 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|6<br />
|}<br />
<br />
== Scoring ==<br />
<br />
Score in this game is even less important than previous games. The score is not shown until the game is finished, and it is apparently not used for the grading system or rankings. Nevertheless, the algorithm has changed since TAP, eliminating any effect from bravos and reducing the reward for sonic drops and speed. The equation is:<br />
<br />
'''Score = ((Level + Lines)/4 + Soft + Sonic) x Lines x Combo + (Level_After_Clear)/2 + Speed'''<br />
<br />
Where:<br />
*Level is the current level the player is on.<br />
*Lines is the number of lines cleared. There is no bonus here for triples and tetrises.<br />
*(Level + Lines)/4 is rounded up.<br />
*(Level_After_Clear)/2 is rounded up. This is the only part of the equation where the level bonus for triples and tetrises makes a difference.<br />
*Soft is the cummulative number frames during which Down was held during the piece's active time. Note that this means manually locking pieces already on the ground will increase the Soft value by 1.<br />
*Sonic is the size of the single greatest sonic drop during the piece's active time. Note that this is non-cummulative.<br />
*If the previous piece cleared no lines, Combo is reset to 1. Otherwise and its Combo value is:<br />
*:'''Combo = (previous Combo value) + (2 x Lines) - 2'''<br />
*:Example: A double-triple-single combo will have combo values 3, 7, and 7 respectively.<br />
*Speed can be no less than 0, and otherwise equal to:<br />
*:'''Speed = Lock Delay - Active Time'''<br />
:Where, Lock Delay is the number of frames of lock delay given out for that particular level, and Active Time is the number of frames the piece was active (which is a minimum of 1).<br />
<br />
== COOLs and REGRETs ==<br />
<br />
When playing the game, certain text messages may momentarily show up below the playfield. Two of which, COOL!! and REGRET!, are known to appear when the player has fulfilled certain conditions.<br />
<br />
=== COOL!! ===<br />
COOL!! messages appear only in Master mode. There are currently 3 known triggers of the COOL!! message. They cannot be visually distinguished, but they each show up when different conditions are met.<br />
<br />
==== Tetris COOL ====<br />
A "Tetris COOL" appears when the player has made Tetrises in excess of a certain number of times. The required number is 3 times for 0-99, 6 times in 100-199, and 4 times for all subsequent sections. Tetrises that span across sections are not counted for the previous section or the new section. This means that for a Tetris to count towards a Tetris COOL, the player would need to make the move by level *93.<br />
<br />
A Tetris COOL can be triggered twice in the 0-99 section if the player makes 6 Tetrises, double the number required to get it once. In other sections it is practically impossible to make double the number of required Tetrises, and perhaps even harmful to the player's grade. 12 tetrises in a section is completely impossible, and 8, while theoretically possible, will require enough pieces for a 16 row high stack at the previous level stop (risking a section time REGRET), and only leaves about 8 to spare on the level counter.<br />
<br />
==== Section COOL ====<br />
A "Section COOL" appears at around, but not exactly on, level *80 when the player has reached level *70 within a specific time. It may appear right before a piece spawn, or along with a line clear.<br />
<br />
It is strongly suspected that the player's grade is incremented by 1 when he triggers a section COOL, and then enters the next section. The grade increment occurs not when the COOL is triggered, but upon the section change following it. As an exception, a section COOL does not appear in the 900-999 section.<br />
<br />
==== Special COOL ====<br />
A "Special COOL" appears approximately two seconds after when the player performs certain moves:<br />
<br />
* 3 Tetrises in a row, one right after the other<br />
* 2 T-spins in a row, one right after the other<br />
* a T-spin Triple<br />
<br />
The T-spin conditions can stack up. Therefore, if the player makes a T-spin Triple immediately followed by a T-spin Single, he will get two COOLs in a row.<br />
<br />
=== REGRET! ===<br />
REGRET! messages appear to note a failing in the player's performance. There are 2 known kinds of REGRET! messages in the game. In addition to Master mode, REGRET!s can also show up in Shirase mode.<br />
<br />
==== Hole REGRET ====<br />
A "Hole REGRET" appears when the playfield is in a suboptimal state, namely with numerous holes and possibly steps in the landscape. It appears immediately after locking a piece, or clearing a line. It can happen multiple times per section.<br />
<br />
==== Section Time REGRET ====<br />
A Section Time REGRET appears when the player took longer than a set amount of time to get through a *00-*99 level section. Some examples are 1'30" for Master mode Lv. 0-100, and 1'00" for Shirase mode Lv. 0-100. The times are same for both Classic and World rule modes.<br />
<br />
=== Effects on Grading ===<br />
<br />
Section COOLs and REGRETs strongly affect the final grade. All other COOLs and REGRETs have no direct impact on the grade.<br />
<br />
{{Arika games}}<br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_Battle_Gaiden&diff=6666Tetris Battle Gaiden2008-04-27T06:15:51Z<p>71.193.11.72: </p>
<hr />
<div>{{Infobox |title = Tetris Butou Gaiden<br />
|developer = [[Bullet Proof Software]]<br />
|publisher = Bullet Proof Software<br />
|released = December 24,1993<br />
|platform = [[Super Famicom]]<br />
|playfield = 10w x 22h<br />
|hold = No<br />
}}<br />
テトリス武闘外伝<br />
<br />
[[Category:Games List]]<br />
This tetris game has the following unique features.<br />
<br />
1) both players draw from the same 3 piece preview. whoever places the next peice gets the one at the top.<br />
<br />
2) some terminos have orbs in them. clearing lines with them collects them. This brings a lot of strategy for the timing of your piece drops becaue you want to get the ones with orbs, and leave the ones without orbs for the opponent. However you also want to let the opponent have the pieces you don't have a spot for, and get the ones you do want.<br />
<br />
3) when you have 1 orb, you can usually use a small attack or a defensive move, 2 orbs usually messes with the other person's screen or controls, 4 is a powerful attack, and 3 is something unique and different for each character. The pumkin guy's 3 orb move, for example, is to steal the opponent's collected orbs. <br />
<br />
Basic strategy follows.<br />
<br />
1) try not to let the opponent get any pieces with orbs. Because the pieces with orbs come every N pieces (settable in options) it's pretty easy to get in to a rhythm that lets you grab all of the orbs, unless your opponent is also aware of this trick.<br />
<br />
2) If it look like your opponent is going to place their piece first, and you want the gem, use an attack to snag it. This is a strategic attack.<br />
<br />
3) if an opponent does get a piece with an orb, immediately use an attack to make it pop off of his screen uncollected. Yet another form of strategic attack.<br />
<br />
4) if the opponent does manage to place it and you have the character that can steal gems from the opponent's field, do it before he can collect.<br />
<br />
5) if the opponent does collect them, steal if you have the pumpkin.<br />
<br />
6) if all this fails, keep your stack low and wait for your opponent to use the orbs, and try to keep more of them away from him.</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_Battle_Gaiden&diff=6665Tetris Battle Gaiden2008-04-27T06:13:59Z<p>71.193.11.72: </p>
<hr />
<div>{{Infobox |title = Tetris Butou Gaiden<br />
|developer = [[Bullet Proof Software]]<br />
|publisher = Bullet Proof Software<br />
|released = December 24,1993<br />
|platform = [[Super Famicom]]<br />
|playfield = 10w x 22h<br />
|hold = No<br />
}}<br />
テトリス武闘外伝<br />
<br />
[[Category:Games List]]<br />
This tetris game has the following unique features.<br />
<br />
1) both players draw from the same 3 piece preview. whoever places the next peice gets the one at the top.<br />
<br />
2) some terminos have orbs in them. clearing lines with them collects them. This brings a lot of strategy for the timing of your piece drops becaue you want to get the ones with orbs, and leave the ones without orbs for the opponent. However you also want to let the opponent have the pieces you don't have a spot for, and get the ones you do want.<br />
<br />
3) when you have 1 orb, you can usually use a small attack or a defensive move, 2 orbs usually messes with the other person's screen or controls, 4 is a powerful attack, and 3 is something unique and different for each character. The pumkin guy's 3 orb move, for example, is to steal the opponent's collected orbs. <br />
<br />
Basic strategy follows.<br />
<br />
1) try not to let the opponent get any pieces with orbs. Because the pieces with orbs come every N pieces (settable in options) it's pretty easy to get in to a rhythm that lets yu grab all of the orbs.<br />
2) If it look like your opponent is going to place the piece first, and you want the gem, use an attack to snag it. This is a strategic attack.<br />
3) if an opponent does get a piece with an orb, immediately use an attack to make it pop off of his screen uncollected. Yet another form of strategic attack.<br />
4) if the opponent does manage to place it and you have the character that can steal gems from the opponent's field, do it before he can collect.<br />
5) if the opponent does collect them, steal if you have the pumpkin.<br />
6) if all this fails, keep your stack low and wait for the computer to use their orbs, and try to keep more of them away from him.</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_Kiwamemichi&diff=6838Tetris Kiwamemichi2008-04-27T02:41:53Z<p>71.193.11.72: </p>
<hr />
<div>{{Infobox |title = Tetris Kiwamemichi<br />
|developer = Success<br />
|publisher = Success<br />
|released = December 18, 2003<br />
|platform = Playstation 2<br />
|preview = Six<br />
|playfield = 10x20<br />
|hold = Yes<br />
|hard = Yes<br />
|system = SRS<br />
}}<br />
Looks very similar to ''[[Tetris DS]]'', as well as ''[[Tetris Advance]]''. The game includes a four player co-op and versus mode. Infinity is included, but can be disabled. Like the gameboy tetris versions, this game features a post entry delay, that lets you move and rotate a piece before it starts to drop. This significantly decreases the difficulty of 20G play.<br />
==External Links==<br />
*[http://ps2.ign.com/objects/702/702763.html Review]<br />
*[http://www.youtube.com/watch?v=vK0fCEnLBIM Video]<br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_The_Grand_Master_3_Terror-Instinct&diff=5534Tetris The Grand Master 3 Terror-Instinct2008-04-26T00:05:00Z<p>71.193.11.72: /* Tetris COOL */</p>
<hr />
<div>{{Infobox |title = Tetris The Grand Master 3 Terror-Instinct<br />
|developer = ARIKA<br />
|publisher = TAITO<br />
|released = March, 2005<br />
|platform = Arcade, Type-X platform<br />
|boxart = Arika_Ti_title.jpg<br />
|title-scrn = Arika_Ti_gameselect.jpg<br />
|ingame-scrn = Arika_Ti_ingame.jpg<br />
|playfield = 10w<br />
|preview = 3<br />
|hold = Yes, with IHS<br />
|hard = Classic rule: Sonic Drop<br>World rule: Sonic Lock<br />
|system = Classic rule: TGM style wallkick<br>World rule: Symmetry SRS<br />
}}<br />
'''''Tetris The Grand Master 3 Terror-Instinct''''', abbreviated '''TGM3''' or '''Ti''', is a ''Tetris'' [[game]] from [[Arika]], part of the [[TGM series]].<br />
<br />
== Difference from past games in the series ==<br />
The grading system has undergone significant changes from previous games. The most notable change is the removal of an in-game score and grade display; they are only displayed after the end of the game, much like the secret grade in previous games.<br />
<br />
== Level Bonuses ==<br />
Unlike in [[TGM]], [[TGM2]], and [[TAP]], TGM3 advances the level further for a 3 or 4 [[line clear]]: [http://www.tetrisconcept.com/forum/viewtopic.php?p=3511#3511]<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Level Bonuses'''<br />
! bgcolor="#CC88FF"|Lines cleared<br />
! bgcolor="#BBBBBB"|Level advance<br>in older games<br />
! Level advance<br>in TGM3<br />
|-<br />
| bgcolor="#80A3F8"|1 (single) || bgcolor="#C4E8E8"|1 || bgcolor="#C4E8E8"|1<br />
|-<br />
| bgcolor="#66BB55"|2 (double) || bgcolor="#D7ECC6"|2 || bgcolor="#D7ECC6"|2<br />
|-<br />
| bgcolor="#FFFF55"|3 (triple) || bgcolor="#FFFF88"|3 || bgcolor="#FFFF88"|4<br />
|-<br />
| bgcolor="#FFA069"|4 (tetris) || bgcolor="#FFD3AC"|4 || bgcolor="#FFD3AC"|6<br />
|}<br />
<br />
== Game Modes ==<br />
<br />
=== Easy ===<br />
Easy mode has many similarities with Normal mode in [[TGM2]]. It is designed to bring less experienced players into the game who may be intimidated by the high speeds and steep learning curve of Master mode and Shirase mode. During play, the game displays a guide, depicted by a hollow frame, designed to give players suggestions on where to place the active tetromino.<br />
<br />
The game also shows animations of fireworks every time a line is cleared. The total number of firework shots ("Hanabi") during play is given at the end of the game, creating a "game within a game," where the objective is to attain the highest number of fireworks possible. The number of fireworks can increase with higher line clears, combos (multiple consecutive line clears), and T-Spin line clears.<br />
<br />
Easy mode is cleared by simply reaching level 200. Play continues during the credit roll in 20G, with a boost in the number of fireworks shown.<br />
<br />
=== Sakura ===<br />
Sakura mode replicates the gameplay of [[Tetris with Cardcaptor Sakura Eternal Heart]]. The mode's objective is not to clear lines but to clear every jeweled block in each stage as quickly as possible, similar to Flash Point. There are 20 stages, and 7 EX stages, each progressively more difficult to clear efficiently. Some stages feature handicaps such as the regular flipping of the playing field from left to right or the periodic invisibility of non-jewel blocks. The hold box is cleared between stages, therefore; it is not possible to hold a desired tetromino for the following stage.<br />
<br />
Score is not recorded as the mode is purely a time attack exercise. The player has a time limit in which to complete the whole mode. Beginning at 3 minutes, a time bonus is given for quickly clearing a stage.<br />
<br />
=== Master ===<br />
Master in TGM3 behaves very much like its predecessor in [[TGM2]]. Notable differences include the addition of a hold piece, a 3 piece preview, and new wallkicks for T and I tetrominos. At first, these additions may make TGM3's Master mode appear easier than in [[TGM2]]. This illusion, however, is soon dispelled by a huge increase in speed, which will cause all but the most experienced of players to struggle at later levels. Unlike previous games, the rate at which the speed increases is variable, and changes according to how well the player is doing. For instance, depending on the player, the game may enter 20G as early as level 300 or as late as level 500. Master mode will stop at level 500 with no credit roll if the timer has exceeded 7 minutes (except during qualification exams where it will continue to 999 as normal).<br />
<br />
==== Speed Timings ====<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Internal Gravity'''<br />
!bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)||bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|0||4||bgcolor="#C4E8E8"|220||32<br />
|-align = center<br />
|bgcolor="#C4E8E8"|30||6||bgcolor="#C4E8E8"|230||64<br />
|-align = center<br />
|bgcolor="#C4E8E8"|35||8||bgcolor="#C4E8E8"|233||96<br />
|-align = center<br />
|bgcolor="#C4E8E8"|40||10||bgcolor="#C4E8E8"|236||128<br />
|-align = center<br />
|bgcolor="#C4E8E8"|50||12||bgcolor="#C4E8E8"|239||160<br />
|-align = center<br />
|bgcolor="#C4E8E8"|60||16||bgcolor="#C4E8E8"|243||192<br />
|-align = center<br />
|bgcolor="#C4E8E8"|70||32||bgcolor="#C4E8E8"|247||224<br />
|-align = center<br />
|bgcolor="#C4E8E8"|80||48||bgcolor="#C4E8E8"|251||256 (1G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|90||64||bgcolor="#C4E8E8"|300||512 (2G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|100||80||bgcolor="#C4E8E8"|330||768 (3G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|120||96||bgcolor="#C4E8E8"|360||1024 (4G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|140||112||bgcolor="#C4E8E8"|400||1280 (5G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|160||128||bgcolor="#C4E8E8"|420||1024 (4G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|170||144||bgcolor="#C4E8E8"|450||768 (3G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|200||4||bgcolor="#C4E8E8"|500||5120 (20G)<br />
|}<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Delays'''<br />
! bgcolor="#80A3F8"|Level<br />
! bgcolor="#FFA069"|[[ARE]]<br>(frames)<br />
! bgcolor="#FFFF55"|[[DAS]]<br>(frames)<br />
! bgcolor="#CC88FF"|[[Lock delay|Lock]]<br>(frames)<br />
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)<br />
|- align = center<br />
| bgcolor="#C4E8E8"|000 - 499 || bgcolor="#FFD3AC"| 25 || bgcolor="#FFFF88"|14 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|40<br />
|- align = center<br />
| bgcolor="#C4E8E8"|500 - 599 || bgcolor="#FFD3AC"| 25 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|25<br />
|- align = center<br />
| bgcolor="#C4E8E8"|600 - 699 || bgcolor="#FFD3AC"| 25 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|16<br />
|- align = center<br />
| bgcolor="#C4E8E8"|700 - 799 || bgcolor="#FFD3AC"| 16 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|12<br />
|- align = center<br />
| bgcolor="#C4E8E8"|800 - 899 || bgcolor="#FFD3AC"| 12 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|900 - 999 || bgcolor="#FFD3AC"| 12 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|17 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1000 - 1099 || bgcolor="#FFD3AC"| 6 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|17 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1100 - 1199 || bgcolor="#FFD3AC"| 5 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1200 - 1899 || bgcolor="#FFD3AC"| 4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|6<br />
|}<br />
<br />
The game still ends at level 999, but a section COOL (see below) will make the speed curve essentially skip a section. For example, if the player gets a section cool in section 000-099, section 100-199 will have the speed curve of section 200-299. If the player gets another section cool in section 100-199, section 200-299 will have the speed curve of section 400-499, and so on. Thus, the player can enter 20G as early as level 300.<br />
<br />
==== Grade Recognition System ====<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
! bgcolor="#FFFFDF"|Pre-S Grades || bgcolor="#FFFF00"|S Grades || bgcolor="#FFD37C"|M Grades || bgcolor="#CCBBCF"|Master Grades<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 9 || bgcolor="#FFFF88"| S1 || bgcolor="#FFD3AC"| M1 || bgcolor="#CCBBFF"| Master<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 8 || bgcolor="#FFFF88"| S2 || bgcolor="#FFD3AC"| M2 || bgcolor="#CCBBFF"| MasterK<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 7 || bgcolor="#FFFF88"| S3 || bgcolor="#FFD3AC"| M3 || bgcolor="#CCBBFF"| MasterV<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 6 || bgcolor="#FFFF88"| S4 || bgcolor="#FFD3AC"| M4 || bgcolor="#CCBBFF"| MasterO<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 5 || bgcolor="#FFFF88"| S5 || bgcolor="#FFD3AC"| M5 || bgcolor="#CCBBFF"| MasterM<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 4 || bgcolor="#FFFF88"| S6 || bgcolor="#FFD3AC"| M6 || bgcolor="#CCBBFF"| GrandMaster<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 3 || bgcolor="#FFFF88"| S7 || bgcolor="#FFD3AC"| M7 || bgcolor="#CCBBFF"| <br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 2 || bgcolor="#FFFF88"| S8 || bgcolor="#FFD3AC"| M8 || bgcolor="#CCBBFF"|<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 1 || bgcolor="#FFFF88"| S9 || bgcolor="#FFD3AC"| M9 || bgcolor="#CCBBFF"|<br />
|}<br />
<br />
'''Displayed Grade = Internal Grade Boosts + Section COOL!! + Staff Roll Grade - Section REGRET!'''<br />
<br />
As mentioned earlier, the player's grade is not displayed during the game but after the game has ended. The invisible challenge during the credit roll is back in TGM3, but unlike [[TGM2]], surviving it does not necessarily lead to a GM (Grand Master) grade. The GM grade was attained by the Japanese player 'jin8' on July 28, 2007 and 'KAN' on Dec 27, 2007. It was also acheived by 'DIS' at an unknown date. They are currently the only players in the world to have achieved GM. Many players had previously believed that the GM grade could not be obtained through standard play.<br />
<br />
The Secret Grade GM is awarded for the [[Tetromino art#Greater than|secret ">" stacking challenge]] in the same fashion as previous games in the series.<br />
<br />
There are three independent systems that work together to produce the final grade:<br />
<br />
===== Internal Grade System =====<br />
<br />
The first system is just like TAP, with internal grade points reaching 100 to advance to the next internal grade. Just like TAP's 9 -> S9, there are 18 grades this system can produce. In fact, testing by colour_thief (on his personal Ti machine set to freeplay) has shown that it is very likely that this entire part of the system is exactly the same as TAP with one important difference: the combo multiplier table.<br />
<br />
The grade point formula is the same as TAP:<br />
'''Awarded Grade Points = ceil(Basic Amount x Combo Multiplier) x Level Multiplier'''<br />
<br />
The basic amount and decay rate is determined by the player's current grade, and it is exactly the same as TAP. For each new "TAP grade" the player obtains, the player's grade gets a +1.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Internal Grade System'''<br />
|-<br />
!bgcolor="#BBBBBB" rowspan="2" |Internal <br>Grade<br />
!rowspan="2" |Grades <br>Boosted<br />
!bgcolor="#CC88FF" rowspan="2" |Decay <br>Rate<br />
!bgcolor="#BBBBBB" colspan="4"|Internal Grade Points awarded for:<br />
|-<br />
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris<br />
|- bgcolor="#EFEFEF" align = center<br />
| 0 || 0 || bgcolor="#CCBBFF"|125 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|40 || bgcolor="#FFD3AC"|50<br />
|- bgcolor="#D4D4D4" align = center<br />
| 1 || 1 || 80 || 10 || 20 || 30 || 40<br />
|- bgcolor="#EFEFEF" align = center<br />
| 2 || 2 || bgcolor="#CCBBFF"|80 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|30 || bgcolor="#FFD3AC"|40<br />
|- bgcolor="#D4D4D4" align = center<br />
| 3 || 3 || 50 || 10 || 15 || 30 || 40<br />
|- bgcolor="#EFEFEF" align = center<br />
| 4 || 4 || bgcolor="#CCBBFF"|45 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|15 || bgcolor="#FFFF88"|20 || bgcolor="#FFD3AC"|40<br />
|- bgcolor="#D4D4D4" align = center<br />
| 5 || 5 || 45 || 5 || 15 || 20 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 6 || 5 || 45 || 5 || 10 || 20 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 7 || 6 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 8 || 6 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 9 || 7 || 40 || 5 || 10 || 15 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 10 || 7 || 40 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 11 || 7 || 40 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 12 || 8 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 13 || 8 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 14 || 8 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 15 || 9 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 16 || 9 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 17 || 9 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 18 || 10 || bgcolor="#CCBBFF"|20 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 19 || 11 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 20 || 12 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 21 || 12 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 22 || 12 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 23 || 13 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 24 || 13 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 25 || 14 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 26 || 14 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 27 || 15 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 28 || 15 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 29 || 16 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 30 || 16 || bgcolor="#CCBBFF"|10 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 31+ || 17 || 10 || 2 || 12 || 13 || 30<br />
|}<br />
<br />
<br />
The combo multiplier is different than TAP. The same columns are used, but are given to different line clears. Most likely, TAP uses the exact table below but an "off-by-one" programming error reads the values in the wrong order. This sort of error is very easy to make when accessing two-dimensional information from a one-dimensional array, as is the case with the combo table.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Combo Multiplier'''<br />
|-<br />
!bgcolor="#BBBBBB" rowspan="2" |Combo <br>Size<br />
!bgcolor="#CC88FF" colspan="4"|Multiplier for:<br />
|-<br />
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris<br />
|-align = center<br />
| 1 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.0 || bgcolor="#FFFF88"|1.0 || bgcolor="#FFD3AC"|1.0 <br />
|-align = center<br />
| 2 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.2 || bgcolor="#FFFF88"|1.4 || bgcolor="#FFD3AC"|1.5 <br />
|-align = center<br />
| 3 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.2 || bgcolor="#FFFF88"|1.5 || bgcolor="#FFD3AC"|1.8 <br />
|-align = center<br />
| 4 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.6 || bgcolor="#FFD3AC"|2.0 <br />
|-align = center<br />
| 5 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.7 || bgcolor="#FFD3AC"|2.2 <br />
|-align = center<br />
| 6 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.8 || bgcolor="#FFD3AC"|2.3 <br />
|-align = center<br />
| 7 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.9 || bgcolor="#FFD3AC"|2.4 <br />
|-align = center<br />
| 8 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.5 || bgcolor="#FFFF88"|2.0 || bgcolor="#FFD3AC"|2.5 <br />
|-align = center<br />
| 9 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.5 || bgcolor="#FFFF88"|2.1 || bgcolor="#FFD3AC"|2.6 <br />
|-align = center<br />
| 10 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|2.0 || bgcolor="#FFFF88"|2.5 || bgcolor="#FFD3AC"|3.0 <br />
|} <br />
<br />
Finally, depending on the level, one of four level multipliers is applied to the awarded grade points. It is exactly the same as TAP.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Level Multiplier'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#CC88FF"|Multiplier<br />
|-align = center<br />
| bgcolor="#C4E8E8"|000-249 || bgcolor="#CCBBFF"|1<br />
|-align = center<br />
| bgcolor="#C4E8E8"|250-499 || bgcolor="#CCBBFF"|2 <br />
|-align = center<br />
| bgcolor="#C4E8E8"|500-749 || bgcolor="#CCBBFF"|3 <br />
|-align = center<br />
| bgcolor="#C4E8E8"|750-999 || bgcolor="#CCBBFF"|4 <br />
|}<br />
<br />
===== Section COOL/REGRET System =====<br />
<br />
The Internal Grade system is supported by a new COOL/REGRET grading system. Ti will display COOL!! or REGRET! for many reasons, but only one of these reasons is important to the grading system. The types in question are the "section COOL," which is achieved when the player reaches level *70 of all sections from 0-899 in a certain amount of time, and the "section REGRET", which is given out when the player finishes a section beyond a certain amount of time.<br />
<br />
Getting a section COOL and finishing the section will result in a +1 modifier to the player's grade. It's important to note that the +1 modifier only takes effect if the section is finished, and that there is no section COOL in section 900-999. Though a section COOL is internally triggered at *70, it may be randomly displayed to the player anywhere from *80 to *90.<br />
<br />
Getting a section REGRET will result in a -1 modifier to the player's grade. A section REGRET will override a section COOL if both are received in the same section. If neither a COOL nor a REGRET are received in a section, no modifier is applied to the player's grade.<br />
<br />
The conditions for each section COOL and REGRET were recently discovered through reverse engineering, and are currently believed to be the following:<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Section COOL Conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#66BB55"|Section Time<br />
|-<br />
| bgcolor="#C4E8E8"|0-70 || bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-170 || bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-270 || bgcolor="#D7ECC6"|49:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-370 || bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-470 || bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-570 || bgcolor="#D7ECC6"|42:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-670 || bgcolor="#D7ECC6"|42:00 <br />
|-<br />
| bgcolor="#C4E8E8"|700-770 || bgcolor="#D7ECC6"|38:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-870 || bgcolor="#D7ECC6"|38:00<br />
|}<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Section REGRET Conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#FFA069"|Section Time<br />
|-<br />
| bgcolor="#C4E8E8"|0-99 || bgcolor="#FFD3AC"|1:30:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-199 || bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-299 || bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-399 || bgcolor="#FFD3AC"|1:08:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-499 || bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-599 || bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-699 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|700-799 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-899 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|900-999 || bgcolor="#FFD3AC"|50:00<br />
|}<br />
<br />
===== Staff Roll Grading System =====<br />
<br />
The third and final grade system is only in effect during the staff roll. The staff roll in Ti works largely the same as in [[TGM2]], but with a greater impact on the player's grade. Depending on whether it is the disappearing roll (where blocks disappear 5 seconds after they lock) or the invisible roll (where blocks disappear as soon as they lock), a grade modifier is put into place for the entirety of the roll. In total number of grades boosted (rounded down), these are the formulas used:<br />
<br />
'''Disappearing roll: 0.5 + (Tetrises x 0.1) + (Lines x 0.04)'''<br />
<br />
'''Invisible roll: 1.6 + (Tetrises x 0.6) + (Lines x 0.1)'''<br />
<br />
*The first value only applies if the roll is cleared.<br />
*Tetrises indicates the number of times 4 lines were cleared simultaneously.<br />
*Lines indicates the total number of lines cleared.<br />
<br />
Note that each tetris scored during the invisible roll is a full grade, because each tetris also adds .4 due to line clear.<br />
<br />
==== GrandMaster Requirements ====<br />
If the player exhausts the potential of all three grade systems, the player will still only be awarded MasterM. The GrandMaster grade is only first awarded through a promotional exam. To be eligible for this exam, the player first has to be qualified MasterM, then they must consistently achieve GrandMaster-worthy performances until the exam is given.<br />
<br />
If the player is qualified GrandMaster, then the grade can be awarded in normal play. However, if the player doesn't achieve GrandMaster or near-GrandMaster performances consistently enough, they can be demoted back to MasterM.<br />
<br />
=== Shirase ===<br />
Shirase follows in the footsteps of TA Death in [[TAP]]. However, the immense speed difference is immediately apparent, and continues to increase throughout. Shirase mode does not stop at level 999 like in TA Death and Master mode, but continues to level 1300. Shirase also has other key features:<br />
<br />
If the player reaches 500 with a time greater than 2:28:00 (Classic) or 3:03:00 (World) [[Torikan|the game will stop]], and the player is awarded the grade S5 (assuming no REGRET! deductions).<br />
<br />
From level 500 to 1000, a line of garbage identical to the bottom row will spawn at regular intervals.<br />
<br />
If the player reaches 1000 with a time greater than 4:56:00(Classic) or 6:06:00 (World) the game will stop, and the player is awarded the grade S10 (assuming no REGRET! deductions).<br />
<br />
From level 1000 to 1300, every tetromino that spawns is made of monochrome [ ] blocks.<br />
<br />
Ichiro Mihara, creator of the series, has stated in his blog that levels beyond 1300 exist. Methods to reach such levels are yet unknown because the 1300 barrier has not yet been broken, even at the current record clear time of 4 minutes and 23 seconds.<br />
<br />
Grading is handled differently in Shirase mode. The game will award an S grade equivalent to the number of sections cleared; the highest grade being S13 for clearing level 1300. If the performance earns one or more "section time" REGRET! during play, the game will award an S grade lower than the number of sections cleared. REGRET! is announced if a section time exceeds 1 minute. Although there are other types of REGRET! confirmed, only the section time REGRET! appears to subtract from the player's grade.<br />
<br />
The secret ">" stacking challenge applies to Shirase mode also, despite a significant increase in difficulty due to its speed. Secret grades awarded in Shirase mode start at m grades instead of the usual S grades.<br />
<br />
The Shirase credit roll is a 20G, big tetromino challenge (all tetromino are twice their normal size).<br />
<br />
==== Speed Timings ====<br />
Gravity is fixed at 20G.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Delays'''<br />
! bgcolor="#80A3F8"|Level<br />
! bgcolor="#FFA069"|[[ARE]]<br>(frames)<br />
! bgcolor="#FFFF55"|[[DAS]]<br>(frames)<br />
! bgcolor="#CC88FF"|[[Drop|Lock]]<br>(frames)<br />
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)<br />
|-<br />
| bgcolor="#C4E8E8"|000 - 099 || bgcolor="#FFD3AC"|10 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|6<br />
|-<br />
| bgcolor="#C4E8E8"|100 - 199 || bgcolor="#FFD3AC"|10 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|5<br />
|-<br />
| bgcolor="#C4E8E8"|200 - 299 || bgcolor="#FFD3AC"|10 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|17 || bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|300 - 499 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|400 - 499 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|500 - 599 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|13 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|600 - 999 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1000 - 1099 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1100 - 1199 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|10 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1200 - 1299 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|8 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1300 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|6<br />
|}<br />
<br />
== Scoring ==<br />
<br />
Score in this game is even less important than previous games. The score is not shown until the game is finished, and it is apparently not used for the grading system or rankings. Nevertheless, the algorithm has changed since TAP, eliminating any effect from bravos and reducing the reward for sonic drops and speed. The equation is:<br />
<br />
'''Score = ((Level + Lines)/4 + Soft + Sonic) x Lines x Combo + (Level_After_Clear)/2 + Speed'''<br />
<br />
Where:<br />
*Level is the current level the player is on.<br />
*Lines is the number of lines cleared. There is no bonus here for triples and tetrises.<br />
*(Level + Lines)/4 is rounded up.<br />
*(Level_After_Clear)/2 is rounded up. This is the only part of the equation where the level bonus for triples and tetrises makes a difference.<br />
*Soft is the cummulative number frames during which Down was held during the piece's active time. Note that this means manually locking pieces already on the ground will increase the Soft value by 1.<br />
*Sonic is the size of the single greatest sonic drop during the piece's active time. Note that this is non-cummulative.<br />
*If the previous piece cleared no lines, Combo is reset to 1. Otherwise and its Combo value is:<br />
*:'''Combo = (previous Combo value) + (2 x Lines) - 2'''<br />
*:Example: A double-triple-single combo will have combo values 3, 7, and 7 respectively.<br />
*Speed can be no less than 0, and otherwise equal to:<br />
*:'''Speed = Lock Delay - Active Time'''<br />
:Where, Lock Delay is the number of frames of lock delay given out for that particular level, and Active Time is the number of frames the piece was active (which is a minimum of 1).<br />
<br />
== COOLs and REGRETs ==<br />
<br />
When playing the game, certain text messages may momentarily show up below the playfield. Two of which, COOL!! and REGRET!, are known to appear when the player has fulfilled certain conditions.<br />
<br />
=== COOL!! ===<br />
COOL!! messages appear only in Master mode. There are currently 3 known triggers of the COOL!! message. They cannot be visually distinguished, but they each show up when different conditions are met.<br />
<br />
==== Tetris COOL ====<br />
A "Tetris COOL" appears when the player has made Tetrises in excess of a certain number of times. The required number is 3 times for 0-99, 6 times in 100-199, and 4 times for all subsequent sections. Tetrises that span across sections are not counted for the previous section or the new section. This means that for a Tetris to count towards a Tetris COOL, the player would need to make the move by level *93.<br />
<br />
A Tetris COOL can be triggered twice in the 0-99 section if the player makes 6 Tetrises, double the number required to get it once. In other sections it is practically impossible to make double the number of required Tetrises, and perhaps even harmful to the player's grade. 12 tetrises in a section is completely impossible, and 8, while theoretically possible, will require enough pieces for a 16 row high stack at the previous level stop, and only leaves about 8 to spare on the level counter.<br />
<br />
==== Section COOL ====<br />
A "Section COOL" appears at around, but not exactly on, level *80 when the player has reached level *70 within a specific time. It may appear right before a piece spawn, or along with a line clear.<br />
<br />
It is strongly suspected that the player's grade is incremented by 1 when he triggers a section COOL, and then enters the next section. The grade increment occurs not when the COOL is triggered, but upon the section change following it. As an exception, a section COOL does not appear in the 900-999 section.<br />
<br />
==== Special COOL ====<br />
A "Special COOL" appears approximately two seconds after when the player performs certain moves:<br />
<br />
* 3 Tetrises in a row, one right after the other<br />
* 2 T-spins in a row, one right after the other<br />
* a T-spin Triple<br />
<br />
The T-spin conditions can stack up. Therefore, if the player makes a T-spin Triple immediately followed by a T-spin Single, he will get two COOLs in a row.<br />
<br />
=== REGRET! ===<br />
REGRET! messages appear to note a failing in the player's performance. There are 2 known kinds of REGRET! messages in the game. In addition to Master mode, REGRET!s can also show up in Shirase mode.<br />
<br />
==== Hole REGRET ====<br />
A "Hole REGRET" appears when the playfield is in a suboptimal state, namely with numerous holes and possibly steps in the landscape. It appears immediately after locking a piece, or clearing a line. It can happen multiple times per section.<br />
<br />
==== Section Time REGRET ====<br />
A Section Time REGRET appears when the player took longer than a set amount of time to get through a *00-*99 level section. Some examples are 1'30" for Master mode Lv. 0-100, and 1'00" for Shirase mode Lv. 0-100. The times are same for both Classic and World rule modes.<br />
<br />
=== Effects on Grading ===<br />
<br />
Section COOLs and REGRETs strongly affect the final grade. All other COOLs and REGRETs have no direct impact on the grade.<br />
<br />
{{Arika games}}<br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_(Famicom)&diff=6444Tetris (Famicom)2008-04-24T16:11:27Z<p>71.193.11.72: </p>
<hr />
<div>{{Infobox |title = Tetris<br />
|developer = [[Bullet Proof Software]]<br />
|publisher = Bullet Proof Software<br />
|released = 1988<br />
|platform = Famicom<br />
}}<br />
'''''Tetris''''' for Famicom, originally published under a wrong license, led to [[Henk Rogers]]'s purchase of the ''Tetris'' license on multiple platforms, which later led directly to further [[Nintendo]] releases.<br />
==See also==<br />
*[[Game]]s<br />
<br />
[[Category:Games List]]<br />
<br />
This game mapped DOWN to rotate, and A to hard drop (!)</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_(Commodore_64)&diff=6406Tetris (Commodore 64)2008-04-24T16:10:32Z<p>71.193.11.72: /* See also */</p>
<hr />
<div>{{Infobox |title = Tetris<br />
|developer = [[Mirrorsoft]]<br />
|publisher = Mirrorsoft<br />
|released = 1988<br />
|platform = Commodore 64<br />
}}<br />
==See also==<br />
*[[Game]]s<br />
<br />
[[Category:Games List]]<br />
<br />
Most notable for its background music. It is one of the worst tetris implementations ever made other than that. 1 rotate button, no hard drop, and no twisting of pieces at all. even if the initial and final squares of a rotation are free, the peice will not rotate if it is against a wall.</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_The_Grand_Master_3_Terror-Instinct&diff=5532Tetris The Grand Master 3 Terror-Instinct2008-04-22T01:02:48Z<p>71.193.11.72: /* GrandMaster Requirements */</p>
<hr />
<div>{{Infobox |title = Tetris The Grand Master 3 Terror-Instinct<br />
|developer = ARIKA<br />
|publisher = TAITO<br />
|released = March, 2005<br />
|platform = Arcade, Type-X platform<br />
|boxart = Arika_Ti_title.jpg<br />
|title-scrn = Arika_Ti_gameselect.jpg<br />
|ingame-scrn = Arika_Ti_ingame.jpg<br />
|playfield = 10w<br />
|preview = 3<br />
|hold = Yes, with IHS<br />
|hard = Classic rule: Sonic Drop<br>World rule: Sonic Lock<br />
|system = Classic rule: TGM style wallkick<br>World rule: Symmetry SRS<br />
}}<br />
'''''Tetris The Grand Master 3 Terror-Instinct''''', abbreviated '''TGM3''' or '''Ti''', is a ''Tetris'' [[game]] from [[Arika]], part of the [[TGM series]].<br />
<br />
== Difference from past games in the series ==<br />
The grading system has undergone significant changes from previous games. The most notable change is the removal of an in-game score and grade display; they are only displayed after the end of the game, much like the secret grade in previous games.<br />
<br />
== Level Bonuses ==<br />
Unlike in [[TGM]], [[TGM2]], and [[TAP]], TGM3 advances the level further for a 3 or 4 [[line clear]]: [http://www.tetrisconcept.com/forum/viewtopic.php?p=3511#3511]<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Level Bonuses'''<br />
! bgcolor="#CC88FF"|Lines cleared<br />
! bgcolor="#BBBBBB"|Level advance<br>in older games<br />
! Level advance<br>in TGM3<br />
|-<br />
| bgcolor="#80A3F8"|1 (single) || bgcolor="#C4E8E8"|1 || bgcolor="#C4E8E8"|1<br />
|-<br />
| bgcolor="#66BB55"|2 (double) || bgcolor="#D7ECC6"|2 || bgcolor="#D7ECC6"|2<br />
|-<br />
| bgcolor="#FFFF55"|3 (triple) || bgcolor="#FFFF88"|3 || bgcolor="#FFFF88"|4<br />
|-<br />
| bgcolor="#FFA069"|4 (tetris) || bgcolor="#FFD3AC"|4 || bgcolor="#FFD3AC"|6<br />
|}<br />
<br />
== Game Modes ==<br />
<br />
=== Easy ===<br />
Easy mode has many similarities with Normal mode in [[TGM2]]. It is designed to bring less experienced players into the game who may be intimidated by the high speeds and steep learning curve of Master mode and Shirase mode. During play, the game displays a guide, depicted by a hollow frame, designed to give players suggestions on where to place the active tetromino.<br />
<br />
The game also shows animations of fireworks every time a line is cleared. The total number of firework shots ("Hanabi") during play is given at the end of the game, creating a "game within a game," where the objective is to attain the highest number of fireworks possible. The number of fireworks can increase with higher line clears, combos (multiple consecutive line clears), and T-Spin line clears.<br />
<br />
Easy mode is cleared by simply reaching level 200. Play continues during the credit roll in 20G, with a boost in the number of fireworks shown.<br />
<br />
=== Sakura ===<br />
Sakura mode replicates the gameplay of [[Tetris with Cardcaptor Sakura Eternal Heart]]. The mode's objective is not to clear lines but to clear every jeweled block in each stage as quickly as possible, similar to Flash Point. There are 20 stages, and 7 EX stages, each progressively more difficult to clear efficiently. Some stages feature handicaps such as the regular flipping of the playing field from left to right or the periodic invisibility of non-jewel blocks. The hold box is cleared between stages, therefore; it is not possible to hold a desired tetromino for the following stage.<br />
<br />
Score is not recorded as the mode is purely a time attack exercise. The player has a time limit in which to complete the whole mode. Beginning at 3 minutes, a time bonus is given for quickly clearing a stage.<br />
<br />
=== Master ===<br />
Master in TGM3 behaves very much like its predecessor in [[TGM2]]. Notable differences include the addition of a hold piece, a 3 piece preview, and new wallkicks for T and I tetrominos. At first, these additions may make TGM3's Master mode appear easier than in [[TGM2]]. This illusion, however, is soon dispelled by a huge increase in speed, which will cause all but the most experienced of players to struggle at later levels. Unlike previous games, the rate at which the speed increases is variable, and changes according to how well the player is doing. For instance, depending on the player, the game may enter 20G as early as level 300 or as late as level 500. Master mode will stop at level 500 with no credit roll if the timer has exceeded 7 minutes (except during qualification exams where it will continue to 999 as normal).<br />
<br />
==== Speed Timings ====<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Internal Gravity'''<br />
!bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)||bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|0||4||bgcolor="#C4E8E8"|220||32<br />
|-align = center<br />
|bgcolor="#C4E8E8"|30||6||bgcolor="#C4E8E8"|230||64<br />
|-align = center<br />
|bgcolor="#C4E8E8"|35||8||bgcolor="#C4E8E8"|233||96<br />
|-align = center<br />
|bgcolor="#C4E8E8"|40||10||bgcolor="#C4E8E8"|236||128<br />
|-align = center<br />
|bgcolor="#C4E8E8"|50||12||bgcolor="#C4E8E8"|239||160<br />
|-align = center<br />
|bgcolor="#C4E8E8"|60||16||bgcolor="#C4E8E8"|243||192<br />
|-align = center<br />
|bgcolor="#C4E8E8"|70||32||bgcolor="#C4E8E8"|247||224<br />
|-align = center<br />
|bgcolor="#C4E8E8"|80||48||bgcolor="#C4E8E8"|251||256 (1G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|90||64||bgcolor="#C4E8E8"|300||512 (2G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|100||80||bgcolor="#C4E8E8"|330||768 (3G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|120||96||bgcolor="#C4E8E8"|360||1024 (4G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|140||112||bgcolor="#C4E8E8"|400||1280 (5G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|160||128||bgcolor="#C4E8E8"|420||1024 (4G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|170||144||bgcolor="#C4E8E8"|450||768 (3G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|200||4||bgcolor="#C4E8E8"|500||5120 (20G)<br />
|}<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Delays'''<br />
! bgcolor="#80A3F8"|Level<br />
! bgcolor="#FFA069"|[[ARE]]<br>(frames)<br />
! bgcolor="#FFFF55"|[[DAS]]<br>(frames)<br />
! bgcolor="#CC88FF"|[[Lock delay|Lock]]<br>(frames)<br />
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)<br />
|- align = center<br />
| bgcolor="#C4E8E8"|000 - 499 || bgcolor="#FFD3AC"| 25 || bgcolor="#FFFF88"|14 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|40<br />
|- align = center<br />
| bgcolor="#C4E8E8"|500 - 599 || bgcolor="#FFD3AC"| 25 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|25<br />
|- align = center<br />
| bgcolor="#C4E8E8"|600 - 699 || bgcolor="#FFD3AC"| 25 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|16<br />
|- align = center<br />
| bgcolor="#C4E8E8"|700 - 799 || bgcolor="#FFD3AC"| 16 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|12<br />
|- align = center<br />
| bgcolor="#C4E8E8"|800 - 899 || bgcolor="#FFD3AC"| 12 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|900 - 999 || bgcolor="#FFD3AC"| 12 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|17 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1000 - 1099 || bgcolor="#FFD3AC"| 6 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|17 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1100 - 1199 || bgcolor="#FFD3AC"| 5 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1200 - 1899 || bgcolor="#FFD3AC"| 4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|6<br />
|}<br />
<br />
The game still ends at level 999, but a section COOL (see below) will make the speed curve essentially skip a section. For example, if the player gets a section cool in section 000-099, section 100-199 will have the speed curve of section 200-299. If the player gets another section cool in section 100-199, section 200-299 will have the speed curve of section 400-499, and so on. Thus, the player can enter 20G as early as level 300.<br />
<br />
==== Grade Recognition System ====<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
! bgcolor="#FFFFDF"|Pre-S Grades || bgcolor="#FFFF00"|S Grades || bgcolor="#FFD37C"|M Grades || bgcolor="#CCBBCF"|Master Grades<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 9 || bgcolor="#FFFF88"| S1 || bgcolor="#FFD3AC"| M1 || bgcolor="#CCBBFF"| Master<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 8 || bgcolor="#FFFF88"| S2 || bgcolor="#FFD3AC"| M2 || bgcolor="#CCBBFF"| MasterK<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 7 || bgcolor="#FFFF88"| S3 || bgcolor="#FFD3AC"| M3 || bgcolor="#CCBBFF"| MasterV<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 6 || bgcolor="#FFFF88"| S4 || bgcolor="#FFD3AC"| M4 || bgcolor="#CCBBFF"| MasterO<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 5 || bgcolor="#FFFF88"| S5 || bgcolor="#FFD3AC"| M5 || bgcolor="#CCBBFF"| MasterM<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 4 || bgcolor="#FFFF88"| S6 || bgcolor="#FFD3AC"| M6 || bgcolor="#CCBBFF"| GrandMaster<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 3 || bgcolor="#FFFF88"| S7 || bgcolor="#FFD3AC"| M7 || bgcolor="#CCBBFF"| <br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 2 || bgcolor="#FFFF88"| S8 || bgcolor="#FFD3AC"| M8 || bgcolor="#CCBBFF"|<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 1 || bgcolor="#FFFF88"| S9 || bgcolor="#FFD3AC"| M9 || bgcolor="#CCBBFF"|<br />
|}<br />
<br />
'''Displayed Grade = Internal Grade Boosts + Section COOL!! + Staff Roll Grade - Section REGRET!'''<br />
<br />
As mentioned earlier, the player's grade is not displayed during the game but after the game has ended. The invisible challenge during the credit roll is back in TGM3, but unlike [[TGM2]], surviving it does not necessarily lead to a GM (Grand Master) grade. The GM grade was attained by the Japanese player 'jin8' on July 28, 2007 and 'KAN' on Dec 27, 2007. It was also acheived by 'DIS' at an unknown date. They are currently the only players in the world to have achieved GM. Many players had previously believed that the GM grade could not be obtained through standard play.<br />
<br />
The Secret Grade GM is awarded for the [[Tetromino art#Greater than|secret ">" stacking challenge]] in the same fashion as previous games in the series.<br />
<br />
There are three independent systems that work together to produce the final grade:<br />
<br />
===== Internal Grade System =====<br />
<br />
The first system is just like TAP, with internal grade points reaching 100 to advance to the next internal grade. Just like TAP's 9 -> S9, there are 18 grades this system can produce. In fact, testing by colour_thief (on his personal Ti machine set to freeplay) has shown that it is very likely that this entire part of the system is exactly the same as TAP with one important difference: the combo multiplier table.<br />
<br />
The grade point formula is the same as TAP:<br />
'''Awarded Grade Points = ceil(Basic Amount x Combo Multiplier) x Level Multiplier'''<br />
<br />
The basic amount and decay rate is determined by the player's current grade, and it is exactly the same as TAP. For each new "TAP grade" the player obtains, the player's grade gets a +1.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Internal Grade System'''<br />
|-<br />
!bgcolor="#BBBBBB" rowspan="2" |Internal <br>Grade<br />
!rowspan="2" |Grades <br>Boosted<br />
!bgcolor="#CC88FF" rowspan="2" |Decay <br>Rate<br />
!bgcolor="#BBBBBB" colspan="4"|Internal Grade Points awarded for:<br />
|-<br />
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris<br />
|- bgcolor="#EFEFEF" align = center<br />
| 0 || 0 || bgcolor="#CCBBFF"|125 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|40 || bgcolor="#FFD3AC"|50<br />
|- bgcolor="#D4D4D4" align = center<br />
| 1 || 1 || 80 || 10 || 20 || 30 || 40<br />
|- bgcolor="#EFEFEF" align = center<br />
| 2 || 2 || bgcolor="#CCBBFF"|80 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|30 || bgcolor="#FFD3AC"|40<br />
|- bgcolor="#D4D4D4" align = center<br />
| 3 || 3 || 50 || 10 || 15 || 30 || 40<br />
|- bgcolor="#EFEFEF" align = center<br />
| 4 || 4 || bgcolor="#CCBBFF"|45 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|15 || bgcolor="#FFFF88"|20 || bgcolor="#FFD3AC"|40<br />
|- bgcolor="#D4D4D4" align = center<br />
| 5 || 5 || 45 || 5 || 15 || 20 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 6 || 5 || 45 || 5 || 10 || 20 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 7 || 6 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 8 || 6 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 9 || 7 || 40 || 5 || 10 || 15 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 10 || 7 || 40 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 11 || 7 || 40 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 12 || 8 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 13 || 8 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 14 || 8 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 15 || 9 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 16 || 9 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 17 || 9 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 18 || 10 || bgcolor="#CCBBFF"|20 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 19 || 11 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 20 || 12 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 21 || 12 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 22 || 12 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 23 || 13 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 24 || 13 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 25 || 14 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 26 || 14 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 27 || 15 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 28 || 15 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 29 || 16 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 30 || 16 || bgcolor="#CCBBFF"|10 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 31+ || 17 || 10 || 2 || 12 || 13 || 30<br />
|}<br />
<br />
<br />
The combo multiplier is different than TAP. The same columns are used, but are given to different line clears. Most likely, TAP uses the exact table below but an "off-by-one" programming error reads the values in the wrong order. This sort of error is very easy to make when accessing two-dimensional information from a one-dimensional array, as is the case with the combo table.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Combo Multiplier'''<br />
|-<br />
!bgcolor="#BBBBBB" rowspan="2" |Combo <br>Size<br />
!bgcolor="#CC88FF" colspan="4"|Multiplier for:<br />
|-<br />
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris<br />
|-align = center<br />
| 1 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.0 || bgcolor="#FFFF88"|1.0 || bgcolor="#FFD3AC"|1.0 <br />
|-align = center<br />
| 2 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.2 || bgcolor="#FFFF88"|1.4 || bgcolor="#FFD3AC"|1.5 <br />
|-align = center<br />
| 3 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.2 || bgcolor="#FFFF88"|1.5 || bgcolor="#FFD3AC"|1.8 <br />
|-align = center<br />
| 4 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.6 || bgcolor="#FFD3AC"|2.0 <br />
|-align = center<br />
| 5 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.7 || bgcolor="#FFD3AC"|2.2 <br />
|-align = center<br />
| 6 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.8 || bgcolor="#FFD3AC"|2.3 <br />
|-align = center<br />
| 7 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.9 || bgcolor="#FFD3AC"|2.4 <br />
|-align = center<br />
| 8 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.5 || bgcolor="#FFFF88"|2.0 || bgcolor="#FFD3AC"|2.5 <br />
|-align = center<br />
| 9 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.5 || bgcolor="#FFFF88"|2.1 || bgcolor="#FFD3AC"|2.6 <br />
|-align = center<br />
| 10 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|2.0 || bgcolor="#FFFF88"|2.5 || bgcolor="#FFD3AC"|3.0 <br />
|} <br />
<br />
Finally, depending on the level, one of four level multipliers is applied to the awarded grade points. It is exactly the same as TAP.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Level Multiplier'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#CC88FF"|Multiplier<br />
|-align = center<br />
| bgcolor="#C4E8E8"|000-249 || bgcolor="#CCBBFF"|1<br />
|-align = center<br />
| bgcolor="#C4E8E8"|250-499 || bgcolor="#CCBBFF"|2 <br />
|-align = center<br />
| bgcolor="#C4E8E8"|500-749 || bgcolor="#CCBBFF"|3 <br />
|-align = center<br />
| bgcolor="#C4E8E8"|750-999 || bgcolor="#CCBBFF"|4 <br />
|}<br />
<br />
===== Section COOL/REGRET System =====<br />
<br />
The Internal Grade system is supported by a new COOL/REGRET grading system. Ti will display COOL!! or REGRET! for many reasons, but only one of these reasons is important to the grading system. The types in question are the "section COOL," which is achieved when the player reaches level *70 of all sections from 0-899 in a certain amount of time, and the "section REGRET", which is given out when the player finishes a section beyond a certain amount of time.<br />
<br />
Getting a section COOL and finishing the section will result in a +1 modifier to the player's grade. It's important to note that the +1 modifier only takes effect if the section is finished, and that there is no section COOL in section 900-999. Though a section COOL is internally triggered at *70, it may be randomly displayed to the player anywhere from *80 to *90.<br />
<br />
Getting a section REGRET will result in a -1 modifier to the player's grade. A section REGRET will override a section COOL if both are received in the same section. If neither a COOL nor a REGRET are received in a section, no modifier is applied to the player's grade.<br />
<br />
The conditions for each section COOL and REGRET were recently discovered through reverse engineering, and are currently believed to be the following:<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Section COOL Conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#66BB55"|Section Time<br />
|-<br />
| bgcolor="#C4E8E8"|0-70 || bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-170 || bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-270 || bgcolor="#D7ECC6"|49:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-370 || bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-470 || bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-570 || bgcolor="#D7ECC6"|42:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-670 || bgcolor="#D7ECC6"|42:00 <br />
|-<br />
| bgcolor="#C4E8E8"|700-770 || bgcolor="#D7ECC6"|38:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-870 || bgcolor="#D7ECC6"|38:00<br />
|}<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Section REGRET Conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#FFA069"|Section Time<br />
|-<br />
| bgcolor="#C4E8E8"|0-99 || bgcolor="#FFD3AC"|1:30:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-199 || bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-299 || bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-399 || bgcolor="#FFD3AC"|1:08:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-499 || bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-599 || bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-699 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|700-799 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-899 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|900-999 || bgcolor="#FFD3AC"|50:00<br />
|}<br />
<br />
===== Staff Roll Grading System =====<br />
<br />
The third and final grade system is only in effect during the staff roll. The staff roll in Ti works largely the same as in [[TGM2]], but with a greater impact on the player's grade. Depending on whether it is the disappearing roll (where blocks disappear 5 seconds after they lock) or the invisible roll (where blocks disappear as soon as they lock), a grade modifier is put into place for the entirety of the roll. In total number of grades boosted (rounded down), these are the formulas used:<br />
<br />
'''Disappearing roll: 0.5 + (Tetrises x 0.1) + (Lines x 0.04)'''<br />
<br />
'''Invisible roll: 1.6 + (Tetrises x 0.6) + (Lines x 0.1)'''<br />
<br />
*The first value only applies if the roll is cleared.<br />
*Tetrises indicates the number of times 4 lines were cleared simultaneously.<br />
*Lines indicates the total number of lines cleared.<br />
<br />
Note that each tetris scored during the invisible roll is a full grade, because each tetris also adds .4 due to line clear.<br />
<br />
==== GrandMaster Requirements ====<br />
If the player exhausts the potential of all three grade systems, the player will still only be awarded MasterM unless three conditions are satisfied, in order:<br />
<br />
#The player receives and passes the MasterM promotional exam.<br />
#The player consistently achieves GrandMaster-worthy performances. Both together lead to<br />
#The player receives and passes the GrandMaster promotional exam.<br />
<br />
If the player is qualified GrandMaster, then the grade can be awarded in normal play. However, if the player doesn't achieve GrandMaster or near-GrandMaster performances consistently enough, they can be demoted back to MasterM.<br />
<br />
=== Shirase ===<br />
Shirase follows in the footsteps of TA Death in [[TAP]]. However, the immense speed difference is immediately apparent, and continues to increase throughout. Shirase mode does not stop at level 999 like in TA Death and Master mode, but continues to level 1300. Shirase also has other key features:<br />
<br />
If the player reaches 500 with a time greater than 2:28:00 (Classic) or 3:03:00 (World) [[Torikan|the game will stop]], and the player is awarded the grade S5 (assuming no REGRET! deductions).<br />
<br />
From level 500 to 1000, a line of garbage identical to the bottom row will spawn at regular intervals.<br />
<br />
If the player reaches 1000 with a time greater than 4:56:00(Classic) or 6:06:00 (World) the game will stop, and the player is awarded the grade S10 (assuming no REGRET! deductions).<br />
<br />
From level 1000 to 1300, every tetromino that spawns is made of monochrome [ ] blocks.<br />
<br />
Ichiro Mihara, creator of the series, has stated in his blog that levels beyond 1300 exist. Methods to reach such levels are yet unknown because the 1300 barrier has not yet been broken, even at the current record clear time of 4 minutes and 23 seconds.<br />
<br />
Grading is handled differently in Shirase mode. The game will award an S grade equivalent to the number of sections cleared; the highest grade being S13 for clearing level 1300. If the performance earns one or more "section time" REGRET! during play, the game will award an S grade lower than the number of sections cleared. REGRET! is announced if a section time exceeds 1 minute. Although there are other types of REGRET! confirmed, only the section time REGRET! appears to subtract from the player's grade.<br />
<br />
The secret ">" stacking challenge applies to Shirase mode also, despite a significant increase in difficulty due to its speed. Secret grades awarded in Shirase mode start at m grades instead of the usual S grades.<br />
<br />
The Shirase credit roll is a 20G, big tetromino challenge (all tetromino are twice their normal size).<br />
<br />
==== Speed Timings ====<br />
Gravity is fixed at 20G.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Delays'''<br />
! bgcolor="#80A3F8"|Level<br />
! bgcolor="#FFA069"|[[ARE]]<br>(frames)<br />
! bgcolor="#FFFF55"|[[DAS]]<br>(frames)<br />
! bgcolor="#CC88FF"|[[Drop|Lock]]<br>(frames)<br />
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)<br />
|-<br />
| bgcolor="#C4E8E8"|000 - 099 || bgcolor="#FFD3AC"|10 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|6<br />
|-<br />
| bgcolor="#C4E8E8"|100 - 199 || bgcolor="#FFD3AC"|10 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|5<br />
|-<br />
| bgcolor="#C4E8E8"|200 - 299 || bgcolor="#FFD3AC"|10 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|17 || bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|300 - 499 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|400 - 499 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|500 - 599 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|13 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|600 - 999 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1000 - 1099 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1100 - 1199 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|10 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1200 - 1299 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|8 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1300 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|6<br />
|}<br />
<br />
== Scoring ==<br />
<br />
Score in this game is even less important than previous games. The score is not shown until the game is finished, and it is apparently not used for the grading system or rankings. Nevertheless, the algorithm has changed since TAP, eliminating any effect from bravos and reducing the reward for sonic drops and speed. The equation is:<br />
<br />
'''Score = ((Level + Lines)/4 + Soft + Sonic) x Lines x Combo + (Level_After_Clear)/2 + Speed'''<br />
<br />
Where:<br />
*Level is the current level the player is on.<br />
*Lines is the number of lines cleared. There is no bonus here for triples and tetrises.<br />
*(Level + Lines)/4 is rounded up.<br />
*(Level_After_Clear)/2 is rounded up. This is the only part of the equation where the level bonus for triples and tetrises makes a difference.<br />
*Soft is the cummulative number frames during which Down was held during the piece's active time. Note that this means manually locking pieces already on the ground will increase the Soft value by 1.<br />
*Sonic is the size of the single greatest sonic drop during the piece's active time. Note that this is non-cummulative.<br />
*If the previous piece cleared no lines, Combo is reset to 1. Otherwise and its Combo value is:<br />
*:'''Combo = (previous Combo value) + (2 x Lines) - 2'''<br />
*:Example: A double-triple-single combo will have combo values 3, 7, and 7 respectively.<br />
*Speed can be no less than 0, and otherwise equal to:<br />
*:'''Speed = Lock Delay - Active Time'''<br />
:Where, Lock Delay is the number of frames of lock delay given out for that particular level, and Active Time is the number of frames the piece was active (which is a minimum of 1).<br />
<br />
== COOLs and REGRETs ==<br />
<br />
When playing the game, certain text messages may momentarily show up below the playfield. Two of which, COOL!! and REGRET!, are known to appear when the player has fulfilled certain conditions.<br />
<br />
=== COOL!! ===<br />
COOL!! messages appear only in Master mode. There are currently 3 known triggers of the COOL!! message. They cannot be visually distinguished, but they each show up when different conditions are met.<br />
<br />
==== Tetris COOL ====<br />
A "Tetris COOL" appears when the player has made Tetrises in excess of a certain number of times. The required number is 3 times for 0-99, 6 times in 100-199, and 4 times for all subsequent sections. Tetrises that span across sections are not counted for the previous section or the new section. This means that for a Tetris to count towards a Tetris COOL, the player would need to make the move by level *93.<br />
<br />
A Tetris COOL can be triggered twice in the 0-99 section if the player makes 6 Tetrises, double the number required to get it once. In other sections it is practically impossible to make double the number of required Tetrises, and perhaps even harmful to the player's grade. This is because the only way it can be done is to stack high at the previous level stop, and get quite a few Is in a row. Of course, stacking high at the level stop will more likely result in a section REGRET. Therefore the only level it makes sense to even attempt the double tetris cool is 0-99.<br />
<br />
==== Section COOL ====<br />
A "Section COOL" appears at around, but not exactly on, level *80 when the player has reached level *70 within a specific time. It may appear right before a piece spawn, or along with a line clear.<br />
<br />
It is strongly suspected that the player's grade is incremented by 1 when he triggers a section COOL, and then enters the next section. The grade increment occurs not when the COOL is triggered, but upon the section change following it. As an exception, a section COOL does not appear in the 900-999 section.<br />
<br />
==== Special COOL ====<br />
A "Special COOL" appears approximately two seconds after when the player performs certain moves:<br />
<br />
* 3 Tetrises in a row, one right after the other<br />
* 2 T-spins in a row, one right after the other<br />
* a T-spin Triple<br />
<br />
The T-spin conditions can stack up. Therefore, if the player makes a T-spin Triple immediately followed by a T-spin Single, he will get two COOLs in a row.<br />
<br />
=== REGRET! ===<br />
REGRET! messages appear to note a failing in the player's performance. There are 2 known kinds of REGRET! messages in the game. In addition to Master mode, REGRET!s can also show up in Shirase mode.<br />
<br />
==== Hole REGRET ====<br />
A "Hole REGRET" appears when the playfield is in a suboptimal state, namely with numerous holes and possibly steps in the landscape. It appears immediately after locking a piece, or clearing a line. It can happen multiple times per section.<br />
<br />
==== Section Time REGRET ====<br />
A Section Time REGRET appears when the player took longer than a set amount of time to get through a *00-*99 level section. Some examples are 1'30" for Master mode Lv. 0-100, and 1'00" for Shirase mode Lv. 0-100. The times are same for both Classic and World rule modes.<br />
<br />
=== Effects on Grading ===<br />
<br />
Section COOLs and REGRETs strongly affect the final grade. All other COOLs and REGRETs have no direct impact on the grade.<br />
<br />
{{Arika games}}<br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_(Sega)&diff=4657Tetris (Sega)2008-04-21T07:23:38Z<p>71.193.11.72: /* Power-on Pattern */</p>
<hr />
<div>{{Infobox |title = Tetris<br />
|developer = Sega<br />
|publisher = Sega<br />
|released = 1988<br />
|platform = Arcade<br />
|preview = 1<br />
|playfield = 10x20<br />
|hold = No<br />
|hard = No<br />
|system = Sega Rotation (no wallkicks)<br />
}}<br />
Sega's 1988 Arcade version of Tetris was the version that took Japanese arcades by storm, becoming one of the most commonly known versions of the game. Due to its popularity, it became the base of rules for many other Japanese games created later on, both licensed and unlicensed. Such games include the [[TGM series]], [[Tetris Plus]] series, [[ТЕТРИС SEMIPRO-68k|Shimizu Tetris]] and, to less extent, [[DTET]]. It was one of the first games to instate [[lock delay]], improving maneuverability greatly at high speeds compared to games which did not have the feature.<br />
==Gameplay specifics==<br />
Being an early game, there was only one rotation button, which rotated counterclockwise. The game also contained no wallkicks and no hard drop. However, many of the elements that exist in later games can already be seen here, such as 1G [[DAS]] movement, [[lock delay]], [[ARE]], and rotation/movement processed before gravity - allowing for [[TGM legend#Synchro|synchro]] moves to be performed at 1G fall speed. One rule element not commonly seen in recent games is the existence of the field ceiling. The field height is fixed at 20 cells, and any rotation that would exceed that height would fail.<br />
<br />
It was one of the first games released in Japan to popularize the "marathon" play model of playing endlessly against increasing speed for survival, as opposed to beating levels or clearing a predefined number of lines.<br />
<br />
==Details==<br />
* [[Drop#Soft drop|Soft drop]]: 1G<br />
* [[Lock delay]]: 30 frames<br />
* [[ARE]]: 30 frames<br />
* [[Line clear#Delay|Line clear delay]]: 42 frames<br />
* [[DAS]]: 20 frames<br />
<br />
* Speed levels, in frames per row<br />
{|<br />
!Level||Light||Standard||Heavy||Oni<br />
|-<br />
| 0||48||48||40||30<br />
|-<br />
| 1||32||24||20||15<br />
|-<br />
| 2||24||18||16||12<br />
|-<br />
| 3||18||15||12||10<br />
|-<br />
| 4||14||12||10|| 8<br />
|-<br />
| 5||12||10|| 8|| 6<br />
|-<br />
| 6||10|| 8|| 6|| 4<br />
|-<br />
| 7|| 8|| 6|| 4|| 2<br />
|-<br />
| 8|| 6|| 4|| 2|| 1<br />
|-<br />
| 9|| 4|| 2|| 1|| 1<br />
|-<br />
|10||12||10||10|| 8<br />
|-<br />
|11||10|| 8|| 8|| 6<br />
|-<br />
|12|| 8|| 6|| 6|| 4<br />
|-<br />
|13|| 6|| 4|| 4|| 2<br />
|-<br />
|14|| 4|| 2|| 2|| 1<br />
|-<br />
|15|| 2|| 1|| 1|| 1<br />
|}<br />
Current piece speed is located at C7000Ah in the RAM.<br />
<br />
* Level advancement requirements<br />
There are 2 ways to increase a level.<br />
# Erase 4 lines.<br />
# Put any tetromino after the "level timer" reaches to certain value. (Level will not increase if [[line clear]] happen.)<br />
The "level timer" will increase every 256 frames.<br />
If the level increases, the timer will be reset in 0.<br />
{|<br />
!Level||Required time<br />
|-<br />
| 0||14<br />
|-<br />
| 1|| 9<br />
|-<br />
| 2|| 9<br />
|-<br />
| 3|| 9<br />
|-<br />
| 4|| 9<br />
|-<br />
| 5|| 9<br />
|-<br />
| 6|| 9<br />
|-<br />
| 7|| 9<br />
|-<br />
| 8|| 9<br />
|-<br />
| 9||14<br />
|-<br />
|10||14<br />
|-<br />
|11|| 9<br />
|-<br />
|12|| 9<br />
|-<br />
|13|| 9<br />
|-<br />
|14|| 9<br />
|-<br />
|15||14<br />
|}<br />
Current level timer is stored at C72336h in the RAM.<br />
<br />
==Power-on Pattern==<br />
One characteristic of this version of Tetris was the existence of a "Power-on pattern". This referred to the game's behavior that the string of pieces it dealt in the very first game after starting up the system was always the same. This was most probably caused by the state of the randomization seed in the system. After its discovery, players began constructing gameplay plans around the power-on pattern in order to max out the score in the least lines possible. Sega's [[Sega Tetris|1999 version of Tetris]] (Arcade, Dreamcast) pays tribute to the power-on pattern, by dealing the sequence in the final level of the single-player game.<br />
<br />
For MAME players, unless you are playing the bootleg, you must delete your nvram before playing to get the poweron pattern. The B-system version has a different poweron pattern, and does not require you to delete your nvram. It even restores the pattern upon reset, which not even the bootleg will do.<br />
<br />
Flash Point also contain a poweron pattern, and uses it for every level you play for the entire game, and if you continue. if you fail to continue, the next game continues where the failed level ended in the poweron pattern. Again, unless you are playing a bootleg without nvram, you must clear the nvram to get the poweron pattern back.<br />
<br />
Bloxeed contains a poweron pattern as well. Additionally if you "continue" you will recieve the pieces in the same order again! However, the powerups are NOT included in the poweron pattern, and are truly randomised.<br />
<br />
==Availability==<br />
A fairly accurate representation of the game, along with [[Tetris: New Century]], [[Flash Point]] and [[Bloxeed]], can be obtained in the Japanese PS2 game ''[[Sega Ages 2500 Series Vol.28 Tetris Collection]]''.<br />
*[[Game]]s<br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris:_New_Century&diff=6341Tetris: New Century2008-04-17T16:41:33Z<p>71.193.11.72: /* Gameplay Info */</p>
<hr />
<div>{{Infobox |title = Tetris: New Century<br />
|developer = Sega<br />
|publisher = Sega<br />
|released = Sep 28 2006<br />
|platform = Playstation2<br />
|preview = 3<br />
|playfield = 10w x ?h (20h visible)<br />
|hold = Yes<br />
|hard = Lock<br />
|SRS = [[SRS]]<br />
}}<br />
'''Tetris: New Century''' is a [[Tetris Guideline]] compatible game. Can be obtained in the Japanese PS2 game [[Sega Ages 2500 Series Vol.28 Tetris Collection]].<br />
<br />
== Gameplay Info ==<br />
*ARE:No<br />
*DAS:1G<br />
*You can toggle the [[infinity]]. When turned off, it uses classic ''step reset'' behavior instead of modern ''move reset''.<br />
*This game has "[[Lock delay]] cancel using down key" feature, like the [[Tetris DS]]. Touch the ground by using soft-drop key, then push the sort-drop key again to lock the Tetromino instantly.<br />
*Screen layout is similar to [[Tetris The Grand Master 3 Terror-Instinct|TGM3]] and [[Tetris The Grand Master Ace|TGMA]].<br />
*You can change the settings of buttons. You can even set to "NO ASSIGN". [http://www.youtube.com/watch?v=AkmBYjfPXjk]<br />
*Modes:<br />
**MARATHON:Standard Tetris mode. Level advances by clearing every 10 lines. Game ends after clearing 150 lines.<br />
**40LINE:Well-known 40 lines time attack mode.<br />
**ULTRA:3 minutes mode.<br />
**EXTRA:Endless mode for expert players. After the gravity reaches 20G, the lock delay becomes shorter and shorter. Level advances by clearing every 4 lines.<br />
<br />
The game recognizes T-Spins even when they don't clear lines.<br />
<br />
Also, the game recognises back to back, but doesn't distinguish between tetrises and t-spins. so if you get 1 t-spin double and 1 tetris, it counts as a back to back. Yes, this means ST stacking is the way to go.<br />
<br />
== External Links ==<br />
[http://ages.sega.jp/vol28/home.html Sega Ages 2500 Series Vol.28 Tetris Collection]<br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris:_New_Century&diff=6340Tetris: New Century2008-04-17T16:40:51Z<p>71.193.11.72: /* Gameplay Info */</p>
<hr />
<div>{{Infobox |title = Tetris: New Century<br />
|developer = Sega<br />
|publisher = Sega<br />
|released = Sep 28 2006<br />
|platform = Playstation2<br />
|preview = 3<br />
|playfield = 10w x ?h (20h visible)<br />
|hold = Yes<br />
|hard = Lock<br />
|SRS = [[SRS]]<br />
}}<br />
'''Tetris: New Century''' is a [[Tetris Guideline]] compatible game. Can be obtained in the Japanese PS2 game [[Sega Ages 2500 Series Vol.28 Tetris Collection]].<br />
<br />
== Gameplay Info ==<br />
*ARE:No<br />
*DAS:1G<br />
*You can toggle the [[infinity]]. When turned off, it uses classic ''step reset'' behavior instead of modern ''move reset''.<br />
*This game has "[[Lock delay]] cancel using down key" feature, like the [[Tetris DS]]. Touch the ground by using soft-drop key, then push the sort-drop key again to lock the Tetromino instantly.<br />
*Screen layout is similar to [[Tetris The Grand Master 3 Terror-Instinct|TGM3]] and [[Tetris The Grand Master Ace|TGMA]].<br />
*You can change the settings of buttons. You can even set to "NO ASSIGN". [http://www.youtube.com/watch?v=AkmBYjfPXjk]<br />
*Modes:<br />
**MARATHON:Standard Tetris mode. Level advances by clearing every 10 lines. Game ends after clearing 150 lines.<br />
**40LINE:Well-known 40 lines time attack mode.<br />
**ULTRA:3 minutes mode.<br />
**EXTRA:Endless mode for expert players. After the gravity reaches 20G, the lock delay becomes shorter and shorter. Level advances by clearing every 4 lines.<br />
<br />
The game recognizes T-Spins even when they don't clear lines.<br />
<br />
ALso, the game recognises back to back, but doesn't distinguish between tetrises and t-spins. so if you get 1 t-spin double and 1 tetris, it counts as a back to back. Yes, this means ST stacking is the way to go.<br />
<br />
== External Links ==<br />
[http://ages.sega.jp/vol28/home.html Sega Ages 2500 Series Vol.28 Tetris Collection]<br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_Battle_Gaiden&diff=6664Tetris Battle Gaiden2008-04-16T14:52:51Z<p>71.193.11.72: </p>
<hr />
<div>{{Infobox |title = Tetris Butou Gaiden<br />
|developer = [[Bullet Proof Software]]<br />
|publisher = Bullet Proof Software<br />
|released = December 24,1993<br />
|platform = [[Super Famicom]]<br />
|playfield = 10w x 22h<br />
|hold = No<br />
}}<br />
テトリス武闘外伝<br />
<br />
[[Category:Games List]]<br />
This tetris game has the following unique features.<br />
<br />
1) both players draw from the same 3 piece preview. whoever places the next peice gets the one at the top.<br />
<br />
2) some terminos have orbs in them. clearing lines with them collects them. This brings a lot of strategy for the timing of your piece drops becaue you want to get the ones with orbs, and leave the ones without orbs for the opponent. However you also want to let the opponent have the pieces you don't have a spot for, and get the ones you do want.<br />
<br />
3) when you have 2 orbs, you can use a defensive powerup, 4 for an attack, and 3 for somethign inbetween that depends on your character. One example of a 3 orb move is stealin gyour opponents orbs with the pumpkin character. In all cases, both layers lose their current piece, and the attacker gets the next piece. <br />
<br />
With these features, the player who maanges to grab the first few orbs can cleverly deny their opponent access to them, and usually ensure a win.</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_S&diff=6941Tetris S2008-04-16T14:41:40Z<p>71.193.11.72: </p>
<hr />
<div>{{Infobox |title = Tetris S<br />
|developer = Bullet Proof Software<br />
|publisher = <br />
|released = December 27, 1996<br />
|platform = Saturn<br />
}}<br />
<br />
[[Category:Games List]]<br />
<br />
<br />
<br />
Sega rotation, and 3 basic modes. Classic, versus cpu, and versus opponent.<br />
<br />
In this game, attacks don't send garbage. instead they speed up your opponent's blocks. The more lines cleared at once, the longer and faster the speedup, with a tetris giving about 5 tetrominos worth of super fast drop.</div>71.193.11.72http://tetris.wiki/index.php?title=Heboris_U.E._MINI&diff=1286Heboris U.E. MINI2008-04-15T13:43:58Z<p>71.193.11.72: </p>
<hr />
<div>{{Infobox |title = Heboris U.E. MINI<br />
|developer = Various?<br />
|publisher = N/A<br />
|released = 2007 (First release)<br />
|platform = Microsoft Windows<br />
|preview = 0 to 6<br />
|playfield = 10w x 21 or 22h<br>(Change by "SPAWN Y TYPE" in configuration screen)<br />
|hold = Yes, with IHS<br />
|hard = Yes<br />
|SRS = Selectable from 3 rotation rules<br>included...<br><br>TGM style wallkick<br>SRS 2001<br>[[DTET Rotation System|DRS]]<br />
}}<br />
'''''Heboris U.E. MINI''''' exists as the third major unofficial expansion of [[Heboris]]. MINI features a plugin system to add or remove functionality from the game. Most of MINI's plugins are based on rotation systems and modes from [[Heboris Unofficial Expansion|Heboris U.E.]] and [[Heboris U.E. LITE]]. It is still being actively developed, with the original 2ch devs and some members from our forums. Recently a basic netplay system has been added.<br />
<br />
==Rotation Systems==<br />
MINI comes with only three basic rotation systems: ARS, DRS, and SRS. Presets are included to simulate the rotation systems present in [[Heboris Unofficial Expansion|Heboris U.E.]] and [[Heboris U.E. LITE]]. These presets can be overwritten with different settings.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
!bgcolor="#BBBBBB"|Rotation System || bgcolor="#CC88FF"|Plugin Name || bgcolor="#BBBBBB"|Basic/Extra || bgcolor="#FFA069"|Preset 1 || bgcolor="#FFFF55"|Preset 2 || bgcolor="#66BB55"|Preset 3 || bgcolor="#80A3F8"|Preset 4 || bgcolor="#BBBBBB"|Preset 5<br />
|-<br />
|ARS || bgcolor="#CCBBFF"|ars.c || Basic || bgcolor="#FFD3AC"|Ti-ARS || bgcolor="#FFFF88"|Heboris || bgcolor="#D7ECC6"|ACE-ARS || bgcolor="#C4E8E8"|ACE-ARS2 || Empty<br />
|-<br />
|DRS || bgcolor="#CCBBFF"|drs.c || Basic || bgcolor="#FFD3AC"|DRS || bgcolor="#FFFF88"|DRS <br/> w/o [[floor kick]] || bgcolor="#D7ECC6"|DRS <br/> w/ [[move reset]] <br/> w/ SRS tetromino colors <br/> w/o ARE cancelling || bgcolor="#C4E8E8"|DRS <br/> w/ [[move reset]] <br/> w/ SRS tetromino colors <br/> w/o ARE || Empty<br />
|-<br />
|SRS || bgcolor="#CCBBFF"|srs.c || Basic || bgcolor="#FFD3AC"|Ti-World || bgcolor="#FFFF88"|ACE-SRS || bgcolor="#D7ECC6"|DS-WORLD || bgcolor="#C4E8E8"|SRS-X || Empty<br />
|}<br />
<br />
==Modes==<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
!bgcolor="#BBBBBB"|Mode || bgcolor="#CC88FF"|Plugin Name || bgcolor="#BBBBBB"|Basic/Extra || bgcolor="#FFFF55"|Goal || bgcolor="#66BB55"|Completion Stage || bgcolor="#BBBBBB"|Description<br />
|-<br />
|Ace-Another || bgcolor="#CCBBFF"|ace_another.c || Extra || bgcolor="#FFFF88"|Clear 150 lines as quickly as possible. || bgcolor="#D7ECC6"|Line 150 || Simulates [[Heboris U.E. LITE#Ace|ACE-ANOTHER]] mode in [[Heboris U.E. LITE]]. Plays similar to [[Tetris The Grand Master Ace#Another (アナザー)|Another]] mode in [[Tetris The Grand Master Ace|TGMA]]<br />
|-<br />
|Ace-Another+ || bgcolor="#CCBBFF"|ace_another_plus.c || Extra || bgcolor="#FFFF88"|Clear 150 lines as quickly as possible. || bgcolor="#D7ECC6"|Line 150 || Expands on [[Heboris U.E. LITE#Ace|ACE-ANOTHER]] mode in [[Heboris U.E. LITE]]. <br />
|-<br />
|Ace-Another+2 || bgcolor="#CCBBFF"|ace_another_plus2.c || Extra || bgcolor="#FFFF88"|Clear 150 lines as quickly as possible. || bgcolor="#D7ECC6"|Line 150 || Expands on [[Heboris U.E. LITE#Ace|ACE-ANOTHER2]] mode in [[Heboris U.E. LITE]]. <br />
|-<br />
|Ace-Another2 || bgcolor="#CCBBFF"|ace_another2.c || Extra || bgcolor="#FFFF88"|Clear 150 lines as quickly as possible. || bgcolor="#D7ECC6"|Line 150 || Simulates [[Heboris U.E. LITE#Ace|ACE-ANOTHER2]] mode in [[Heboris U.E. LITE]]. Plays similar to [[Tetris The Grand Master Ace#Another 2 (アナザー2)|Another 2]] mode in [[Tetris The Grand Master Ace|TGMA]]<br />
|-<br />
|Ace-Hi Speed 1 || bgcolor="#CCBBFF"|ace_hispeed1.c || Extra || bgcolor="#FFFF88"|Clear 150 lines as quickly as possible. || bgcolor="#D7ECC6"|Line 150 || Simulates [[Heboris U.E. LITE#Ace|ACE-HI-SPEED 1]] mode in [[Heboris U.E. LITE]]. Plays similar to [[Tetris The Grand Master Ace#High Speed 1 (ハイスピード1)|High Speed 1]] mode in [[Tetris The Grand Master Ace|TGMA]]<br />
|-<br />
|Ace-Hi Speed 2 || bgcolor="#CCBBFF"|ace_hispeed2.c || Extra || bgcolor="#FFFF88"|Clear 150 lines as quickly as possible. || bgcolor="#D7ECC6"|Line 150 || Simulates [[Heboris U.E. LITE#Ace|ACE-HI-SPEED 1]] mode in [[Heboris U.E. LITE]]. Plays similar to [[Tetris The Grand Master Ace#High Speed 2 (ハイスピード2)|High Speed 2]] mode in [[Tetris The Grand Master Ace|TGMA]]<br />
|-<br />
|Ace-Normal || bgcolor="#CCBBFF"|ace_normal.c || Extra || bgcolor="#FFFF88"|Clear 150 lines as quickly as possible. || bgcolor="#D7ECC6"|Line 150 || Simulates [[Heboris U.E. LITE#Ace|ACE-NORMAL]] mode in [[Heboris U.E. LITE]]. Plays similar to [[Tetris The Grand Master Ace#Normal (ノーマル)|Normal]] mode in [[Tetris The Grand Master Ace|TGMA]]<br />
|-<br />
|Ace-Normal+ || bgcolor="#CCBBFF"|ace_normal_plus.c || Extra || bgcolor="#FFFF88"|Clear 150 lines as quickly as possible. || bgcolor="#D7ECC6"|Line 150 || Expands on [[Heboris U.E. LITE#Normal|ACE-NORMAL]] mode in [[Heboris U.E. LITE]]. <br />
|-<br />
|Ace200-Basic || bgcolor="#CCBBFF"|ace200_basic.c || Extra || bgcolor="#FFFF88"|Clear 200 lines within the time limit. || bgcolor="#D7ECC6"|Line 200 || Simulates [[Heboris U.E. LITE#Ace|ACE-BASIC]] mode in [[Heboris U.E. LITE]]. <br />
|-<br />
|Ace200-Hell || bgcolor="#CCBBFF"|ace200_hell.c || Extra || bgcolor="#FFFF88"|Clear 200 lines within the time limit. || bgcolor="#D7ECC6"|Line 200 || Simulates [[Heboris Unofficial Expansion#Ace|ACE-HELL]] mode in [[Heboris Unofficial Expansion|Heboris U.E.]]. <br />
|-<br />
|Ace200-Hell-X || bgcolor="#CCBBFF"|ace200_hellx.c || Extra || bgcolor="#FFFF88"|Clear 200 lines within the time limit. || bgcolor="#D7ECC6"|Line 200 || Simulates [[Heboris U.E. LITE#Ace|ACE-HELL-X]] mode in [[Heboris U.E. LITE]]. <br />
|-<br />
|Ace200-Void || bgcolor="#CCBBFF"|ace200_void.c || Extra || bgcolor="#FFFF88"|Clear 200 lines within the time limit. || bgcolor="#D7ECC6"|Line 200 || Simulates [[Heboris U.E. LITE#Ace|ACE-VOID]] mode in [[Heboris U.E. LITE]]. <br />
|-<br />
|Beginner-Score || bgcolor="#CCBBFF"|beginner_score.c || Extra || bgcolor="#FFFF88"|Score as many points as possible. || bgcolor="#D7ECC6"|Level 300 || Simulates [[Heboris Unofficial Expansion#Beginner|BEGINNER-SCORE]] in [[Heboris Unofficial Expansion|Heboris U.E.]] Plays similar to [[Tetris The Absolute The Grand Master 2 PLUS#Normal|Normal]] mode in [[Tetris The Absolute The Grand Master 2 PLUS|TAP]].<br />
|-<br />
|Beginner-Tamaya || bgcolor="#CCBBFF"|beginner_tamaya.c || Extra || bgcolor="#FFFF88"|Score as many points as possible. || bgcolor="#D7ECC6"|Level 200 || Simulates [[Heboris Unofficial Expansion#Simple|BEGINNER-TAMAYA]] in [[Heboris Unofficial Expansion|Heboris U.E.]] Plays similar to [[Tetris The Grand Master 3 Terror-Instinct#Easy|Easy]] mode in [[Tetris The Grand Master 3 Terror-Instinct|TGM3]].<br />
|-<br />
|Cascade || bgcolor="#CCBBFF"|cascade.c || Basic || bgcolor="#FFFF88"|Score as many points as possible. || bgcolor="#D7ECC6"|Level 15 || Plays similar to [[Tetris Worlds#Cascade mode|Cascade]] mode in [[Tetris Worlds]] and [[Quadra]]. <br />
|-<br />
|Devil-Doom || bgcolor="#CCBBFF"|devil_doom.c || Extra || bgcolor="#FFFF88"|Reach Level 1300 as quickly as possible. || bgcolor="#D7ECC6"|Level 1300 || Simulates [[Heboris Unofficial Expansion#Devil|DEVIL-DOOM]] mode in [[Heboris Unofficial Expansion|Heboris U.E.]]<br />
|-<br />
|Devil-Hard || bgcolor="#CCBBFF"|devil_hard.c || Extra || bgcolor="#FFFF88"|Reach Level 1300 as quickly as possible. || bgcolor="#D7ECC6"|Level 1300 || Simulates [[Heboris U.E. LITE#Devil|DEVIL-HARD]] mode in [[Heboris U.E. LITE]]<br />
|-<br />
|Devil-Normal || bgcolor="#CCBBFF"|devil_normal.c || Extra || bgcolor="#FFFF88"|Reach Level 999 as quickly as possible. || bgcolor="#D7ECC6"|Level 999 || Simulates [[Tetris The Absolute The Grand Master 2 PLUS#T.A. Death|T.A. Death]] mode in [[Tetris The Absolute The Grand Master 2 PLUS|TAP]].<br />
|-<br />
|Devil-Quake || bgcolor="#CCBBFF"|devil_quake.c || Extra || bgcolor="#FFFF88"|Reach Level 1300 as quickly as possible. || bgcolor="#D7ECC6"|Level 1300 || Simulates [[Tetris The Grand Master 3 Terror-Instinct#Shirase|Shirase]] mode in [[Tetris The Grand Master 3 Terror-Instinct|TGM3]]<br />
|-<br />
|Dummy || bgcolor="#CCBBFF"|dummy.c || Basic || bgcolor="#FFFF88"|None || bgcolor="#D7ECC6"|Endless || Dummy mode with no settings screen or score/time display. <br />
|-<br />
|Final || bgcolor="#CCBBFF"|final.c || Extra || bgcolor="#FFFF88"|Reach Level 999 as quickly as possible. || bgcolor="#D7ECC6"|Level 999 || Simulates [[Heboris U.E. LITE#Final|FINAL]] mode in [[Heboris U.E. LITE]]<br />
|-<br />
|Hebo+ || bgcolor="#CCBBFF"|hebop.c || Extra || bgcolor="#FFFF88"|Reach Level 999 as quickly as possible. || bgcolor="#D7ECC6"|Level 999 || Simulates [[Heboris Unofficial Expansion#Master|MASTER-HEBO+]] mode and [[Heboris Unofficial Expansion#20g|20G-HEBO+]] mode in [[Heboris Unofficial Expansion|Heboris U.E.]] Plays similar to [[Tetris The Absolute The Grand Master 2 PLUS#TGM+|TGM+]] mode in [[Tetris The Absolute The Grand Master 2 PLUS|TAP]].<br />
|-<br />
|Marathon-Normal || bgcolor="#CCBBFF"|marathon_normal.c || Basic || bgcolor="#FFFF88"|Score as many points as possible. || bgcolor="#D7ECC6"|Level 15 || Plays similar to [[Tetris DS#Standard mode|Marathon]] mode in [[Tetris DS]], but with [[Tetris Worlds|TW]]-style level system.<br />
|-<br />
|Marathon-Oni || bgcolor="#CCBBFF"|marathon_oni.c || Basic || bgcolor="#FFFF88"|Score as many points as possible. || bgcolor="#D7ECC6"|Endless || Expands on Marathon-Normal mode.<br />
|-<br />
|Master-Easy || bgcolor="#CCBBFF"|master_easy.c || Extra || bgcolor="#FFFF88"|Get as high a grade as possible. || bgcolor="#D7ECC6"|Level 999 || Simulates default mode in [[Tetris The Grand Master|TGM]].<br />
|-<br />
|Master-Extra || bgcolor="#CCBBFF"|master_extra.c || Extra || bgcolor="#FFFF88"|Get as high a grade as possible. || bgcolor="#D7ECC6"|Level 999 || Simulates [[Tetris The Grand Master 3 Terror-Instinct#Master|Master]] mode in [[Tetris The Grand Master 3 Terror-Instinct|TGM3]]<br />
|-<br />
|Master-Hard || bgcolor="#CCBBFF"|master_hard.c || Extra || bgcolor="#FFFF88"|Get as high a grade as possible. || bgcolor="#D7ECC6"|Level 999 || Simulates [[Heboris Unofficial Expansion#Master|MASTER-#G4]] mode in [[Heboris Unofficial Expansion|Heboris U.E.]]<br />
|-<br />
|Master-Normal || bgcolor="#CCBBFF"|master_normal.c || Extra || bgcolor="#FFFF88"|Get as high a grade as possible. || bgcolor="#D7ECC6"|Level 999 || Simulates [[Tetris The Absolute The Grand Master 2 PLUS#Master|Master]] mode in [[Tetris The Absolute The Grand Master 2 PLUS|TAP]]<br />
|-<br />
|Mission-Basic || bgcolor="#CCBBFF"|mission_basic.c || Extra || bgcolor="#FFFF88"|Complete all missions within the time limit. || bgcolor="#D7ECC6"|Missions<br/> Big: 5+1EX<br/> Tricky: 5+1EX<br/> Grand: 10+1EX<br/> Star: 10+1EX <br/> Another:20+1EX || Simulates [[Heboris Unofficial Expansion#Mission|Mission]] mode in [[Heboris Unofficial Expansion|Heboris U.E.]] Currently there are only 5 courses: Big Road, Tricky Road, Grand Road, Star Road, and Another Road. Plays similar to [[Tetris The Grand Master Ace#Tetris Road (Japanese: ???????)|Tetris Road]] mode in [[Tetris The Grand Master Ace|TGMA]].<br />
|-<br />
|Original-20G || bgcolor="#CCBBFF"|original_20g.c || Basic || bgcolor="#FFFF88"|Get as high a grade as possible. || bgcolor="#D7ECC6"|Endless || Simulates "20G" mode from original version of Heboris. <br />
|-<br />
|Original-Beginner || bgcolor="#CCBBFF"|original_beginner.c || Basic || bgcolor="#FFFF88"|Score as many points as possible. || bgcolor="#D7ECC6"|Endless || Simulates "Beginner" mode from original version of Heboris. <br />
|-<br />
|Original-Devil || bgcolor="#CCBBFF"|original_devil.c || Basic || bgcolor="#FFFF88"|Complete as quickly as possible. || bgcolor="#D7ECC6"|Endless || Simulates "Devil" mode from original version of Heboris. <br />
|-<br />
|Original-Master || bgcolor="#CCBBFF"|original_master.c || Basic || bgcolor="#FFFF88"|Get as high a grade as possible. || bgcolor="#D7ECC6"|Endless || Simulates "Master" mode from original version of Heboris. <br />
|-<br />
|Practice || bgcolor="#CCBBFF"|practice.c || Basic || bgcolor="#FFFF88"|Defined by player || bgcolor="#D7ECC6"|Defined by player || Training mode with adjustable settings. <br />
|-<br />
|Puzzle || bgcolor="#CCBBFF"|puzzle.c || Basic || bgcolor="#FFFF88"|Solve the puzzle. || bgcolor="#D7ECC6"| || Plays similar to [[Tetris DS#Mission mode|Mission]] mode in [[Tetris DS]]. There are 15 stages by default, and you can make your own puzzles in stage 16-99. <br />
|-<br />
|Rhythm || bgcolor="#CCBBFF"|rhythm.c || Basic || bgcolor="#FFFF88"|Survive as long as possible. || bgcolor="#D7ECC6"|Endless || Plays similar to "Rhythm" mode in [[Lockjaw]]. Each tetromino has limited time of control. There is no bonus for clearing lines. <br />
|-<br />
|Simple-100Lines || bgcolor="#CCBBFF"|simple100.c || Basic || bgcolor="#FFFF88"|Complete as quickly as possible. || bgcolor="#D7ECC6"|100 Lines || Expands on [[Heboris Unofficial Expansion#Simple|40LINES]] mode in [[Heboris Unofficial Expansion|Heboris U.E.]]<br />
|-<br />
|Simple-40Lines || bgcolor="#CCBBFF"|simple40.c || Basic || bgcolor="#FFFF88"|Complete as quickly as possible. || bgcolor="#D7ECC6"|40 Lines || Simulates [[Heboris Unofficial Expansion#Simple|40LINES]] mode in [[Heboris Unofficial Expansion|Heboris U.E.]]<br />
|-<br />
|Simple-Ultra || bgcolor="#CCBBFF"|simpleultra.c || Basic ||bgcolor="#FFFF88"|Line Attack: Clear as many lines as possible. <br/>Score Attack: Score as many points as possible. || bgcolor="#D7ECC6"|2 minutes<br/><br/>3 minutes || Simulates [[Heboris Unofficial Expansion#Simple|ULTRA]] mode in [[Heboris Unofficial Expansion|Heboris U.E.]]<br />
|-<br />
|Square || bgcolor="#CCBBFF"|square.c || Basic || bgcolor="#FFFF88"|Score as many points as possible. || bgcolor="#D7ECC6"|Level 15 || Simulates [[Heboris Unofficial Expansion#Simple|SQUARE]] mode in [[Heboris Unofficial Expansion|Heboris U.E.]] Plays similar to [[The New Tetris|Square]] mode in [[The New Tetris]]. <br />
|-<br />
|Sticky || bgcolor="#CCBBFF"|sticky.c || Basic || bgcolor="#FFFF88"|Clear the bottom line as quickly as possible. || bgcolor="#D7ECC6"|Level 15 || Plays similar to [[Tetris Worlds#Sticky mode|Sticky]] mode in [[Tetris Worlds]]. <br />
|-<br />
|Tomoyo-Flash || bgcolor="#CCBBFF"|tomoyo_flash.c || Extra || bgcolor="#FFFF88"|Clear all orb blocks as fast as possible. || bgcolor="#D7ECC6"| || Simulates [[Heboris Unofficial Expansion#Simple|TOMOYO-F-POINT]] in [[Heboris Unofficial Expansion|Heboris U.E.]] Plays similar to [[Flash Point]]<br />
|-<br />
|Tomoyo-Normal || bgcolor="#CCBBFF"|tomoyo_normal.c || Extra || bgcolor="#FFFF88"|Clear all orb blocks as fast as possible. ||bgcolor="#D7ECC6"| || Simulates [[Heboris Unofficial Expansion#Simple|TOMOYO-TI]] in [[Heboris Unofficial Expansion|Heboris U.E.]] Plays similar to [[Tetris The Grand Master 3 Terror-Instinct#Sakura|Sakura]] mode in [[Tetris The Grand Master 3 Terror-Instinct|TGM3]]<br />
|-<br />
|VS-Endless || bgcolor="#CCBBFF"|vs_endless.c || Basic || bgcolor="#FFFF88"|Score as many points as possible. || bgcolor="#D7ECC6"|Endless || Play against a CPU opponent. When the opponent tops out, the level increases and another opponent will appear. T-Spins can send garbage.<br />
|-<br />
|VS-Line || bgcolor="#CCBBFF"|vs_line.c || Basic || bgcolor="#FFFF88"|Clear required amount of lines before opponent. || bgcolor="#D7ECC6"|Defined by player || Play against a CPU or a human opponent. No garbage can be sent.<br />
|-<br />
|VS-Ultra || bgcolor="#CCBBFF"|vs_ultra.c || Basic || bgcolor="#FFFF88"|Line Match: Clear as many lines as possible. <br/>Score Match: Score as many points as possible. || bgcolor="#D7ECC6"|2 minutes<br/><br/>3 minutes || Multiplayer version of Ultra mode. Play against a CPU or a human opponent. No garbage can be sent.<br />
|-<br />
|VS-Standard || bgcolor="#CCBBFF"|vs_standard.c || Basic || bgcolor="#FFFF88"|Top opponent out. || bgcolor="#D7ECC6"|Defined by player || Play against a CPU or a human opponent. Garbage can be sent by clearing multiple lines or through T-Spins. <br />
|}<br />
<br />
<br />
[[Category:Fan Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_(Sega)&diff=4655Tetris (Sega)2008-04-15T13:16:31Z<p>71.193.11.72: /* Power-on Pattern */</p>
<hr />
<div>{{Infobox |title = Tetris<br />
|developer = Sega<br />
|publisher = Sega<br />
|released = 1988<br />
|platform = Arcade<br />
|preview = 1<br />
|playfield = 10x20<br />
|hold = No<br />
|hard = No<br />
|SRS = Sega Rotation (no wallkicks)<br />
}}<br />
Sega's 1988 Arcade version of Tetris was the version that took Japanese arcades by storm, becoming one of the most commonly known versions of the game. Due to its popularity, it became the base of rules for many other Japanese games created later on, both licensed and unlicensed. Such games include the [[TGM series]], [[Tetris Plus]] series, [[ТЕТРИС SEMIPRO-68k|Shimizu Tetris]] and, to less extent, [[DTET]]. It was one of the first games to instate [[lock delay]], improving maneuverability greatly at high speeds compared to games which did not have the feature.<br />
==Gameplay specifics==<br />
Being an early game, there was only one rotation button, which rotated counterclockwise. The game also contained no wallkicks and no hard drop. However, many of the elements that exist in later games can already be seen here, such as 1G [[DAS]] movement, [[lock delay]], [[ARE]], and rotation/movement processed before gravity - allowing for [[TGM legend#Synchro|synchro]] moves to be performed at 1G fall speed. One rule element not commonly seen in recent games is the existence of the field ceiling. The field height is fixed at 20 cells, and any rotation that would exceed that height would fail.<br />
<br />
It was one of the first games released in Japan to popularize the "marathon" play model of playing endlessly against increasing speed for survival, as opposed to beating levels or clearing a predefined number of lines.<br />
<br />
==Details==<br />
* [[Drop#Soft drop|Soft drop]]: 1G<br />
* [[Lock delay]]: 30 frames<br />
* [[ARE]]: 30 frames<br />
* [[Line clear#Delay|Line clear delay]]: 42 frames<br />
* [[DAS]]: 20 frames<br />
<br />
* Speed levels, in frames per row<br />
{|<br />
!Level||Light||Standard||Heavy||Oni<br />
|-<br />
| 0||48||48||40||30<br />
|-<br />
| 1||32||24||20||15<br />
|-<br />
| 2||24||18||16||12<br />
|-<br />
| 3||18||15||12||10<br />
|-<br />
| 4||14||12||10|| 8<br />
|-<br />
| 5||12||10|| 8|| 6<br />
|-<br />
| 6||10|| 8|| 6|| 4<br />
|-<br />
| 7|| 8|| 6|| 4|| 2<br />
|-<br />
| 8|| 6|| 4|| 2|| 1<br />
|-<br />
| 9|| 4|| 2|| 1|| 1<br />
|-<br />
|10||12||10||10|| 8<br />
|-<br />
|11||10|| 8|| 8|| 6<br />
|-<br />
|12|| 8|| 6|| 6|| 4<br />
|-<br />
|13|| 6|| 4|| 4|| 2<br />
|-<br />
|14|| 4|| 2|| 2|| 1<br />
|-<br />
|15|| 2|| 1|| 1|| 1<br />
|}<br />
Current piece speed is located at C7000Ah in the RAM.<br />
<br />
* Level advancement requirements<br />
There are 2 ways to increase a level.<br />
# Erase 4 lines.<br />
# Put any tetromino after the "level timer" reaches to certain value. (Level will not increase if [[line clear]] happen.)<br />
The "level timer" will increase every 256 frames.<br />
If the level increases, the timer will be reset in 0.<br />
{|<br />
!Level||Required time<br />
|-<br />
| 0||14<br />
|-<br />
| 1|| 9<br />
|-<br />
| 2|| 9<br />
|-<br />
| 3|| 9<br />
|-<br />
| 4|| 9<br />
|-<br />
| 5|| 9<br />
|-<br />
| 6|| 9<br />
|-<br />
| 7|| 9<br />
|-<br />
| 8|| 9<br />
|-<br />
| 9||14<br />
|-<br />
|10||14<br />
|-<br />
|11|| 9<br />
|-<br />
|12|| 9<br />
|-<br />
|13|| 9<br />
|-<br />
|14|| 9<br />
|-<br />
|15||14<br />
|}<br />
Current level timer is stored at C72336h in the RAM.<br />
<br />
==Power-on Pattern==<br />
One characteristic of this version of Tetris was the existence of a "Power-on pattern". This referred to the game's behavior that the string of pieces it dealt in the very first game after starting up the system was always the same. This was most probably caused by the state of the randomization seed in the system. After its discovery, players began constructing gameplay plans around the power-on pattern in order to max out the score in the least lines possible. Sega's [[Sega Tetris|1999 version of Tetris]] (Arcade, Dreamcast) pays tribute to the power-on pattern, by dealing the sequence in the final level of the single-player game.<br />
<br />
For MAME players, unless you are playing the bootleg, you must delete your nvram before playing to get the poweron pattern. The B-system version has a different poweron pattern, and does not require you to delete your nvram.<br />
<br />
Flash Point also contain a poweron pattern, not saved in nvram, and uses it for every level you play for the entire game.<br />
<br />
Bloxeed contains a poweron pattern as well but you must delete your nvram. Additionally if you "continue" you will recieve the pieces in the same order again! However, the powerups are NOT included in the poweron pattern, and are truly randomised.<br />
<br />
==Availability==<br />
A fairly accurate representation of the game, along with [[Tetris: New Century]], [[Flash Point]] and [[Bloxeed]], can be obtained in the Japanese PS2 game ''[[Sega Ages 2500 Series Vol.28 Tetris Collection]]''.<br />
*[[Game]]s<br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_(Sega)&diff=4654Tetris (Sega)2008-04-15T13:16:11Z<p>71.193.11.72: /* Power-on Pattern */</p>
<hr />
<div>{{Infobox |title = Tetris<br />
|developer = Sega<br />
|publisher = Sega<br />
|released = 1988<br />
|platform = Arcade<br />
|preview = 1<br />
|playfield = 10x20<br />
|hold = No<br />
|hard = No<br />
|SRS = Sega Rotation (no wallkicks)<br />
}}<br />
Sega's 1988 Arcade version of Tetris was the version that took Japanese arcades by storm, becoming one of the most commonly known versions of the game. Due to its popularity, it became the base of rules for many other Japanese games created later on, both licensed and unlicensed. Such games include the [[TGM series]], [[Tetris Plus]] series, [[ТЕТРИС SEMIPRO-68k|Shimizu Tetris]] and, to less extent, [[DTET]]. It was one of the first games to instate [[lock delay]], improving maneuverability greatly at high speeds compared to games which did not have the feature.<br />
==Gameplay specifics==<br />
Being an early game, there was only one rotation button, which rotated counterclockwise. The game also contained no wallkicks and no hard drop. However, many of the elements that exist in later games can already be seen here, such as 1G [[DAS]] movement, [[lock delay]], [[ARE]], and rotation/movement processed before gravity - allowing for [[TGM legend#Synchro|synchro]] moves to be performed at 1G fall speed. One rule element not commonly seen in recent games is the existence of the field ceiling. The field height is fixed at 20 cells, and any rotation that would exceed that height would fail.<br />
<br />
It was one of the first games released in Japan to popularize the "marathon" play model of playing endlessly against increasing speed for survival, as opposed to beating levels or clearing a predefined number of lines.<br />
<br />
==Details==<br />
* [[Drop#Soft drop|Soft drop]]: 1G<br />
* [[Lock delay]]: 30 frames<br />
* [[ARE]]: 30 frames<br />
* [[Line clear#Delay|Line clear delay]]: 42 frames<br />
* [[DAS]]: 20 frames<br />
<br />
* Speed levels, in frames per row<br />
{|<br />
!Level||Light||Standard||Heavy||Oni<br />
|-<br />
| 0||48||48||40||30<br />
|-<br />
| 1||32||24||20||15<br />
|-<br />
| 2||24||18||16||12<br />
|-<br />
| 3||18||15||12||10<br />
|-<br />
| 4||14||12||10|| 8<br />
|-<br />
| 5||12||10|| 8|| 6<br />
|-<br />
| 6||10|| 8|| 6|| 4<br />
|-<br />
| 7|| 8|| 6|| 4|| 2<br />
|-<br />
| 8|| 6|| 4|| 2|| 1<br />
|-<br />
| 9|| 4|| 2|| 1|| 1<br />
|-<br />
|10||12||10||10|| 8<br />
|-<br />
|11||10|| 8|| 8|| 6<br />
|-<br />
|12|| 8|| 6|| 6|| 4<br />
|-<br />
|13|| 6|| 4|| 4|| 2<br />
|-<br />
|14|| 4|| 2|| 2|| 1<br />
|-<br />
|15|| 2|| 1|| 1|| 1<br />
|}<br />
Current piece speed is located at C7000Ah in the RAM.<br />
<br />
* Level advancement requirements<br />
There are 2 ways to increase a level.<br />
# Erase 4 lines.<br />
# Put any tetromino after the "level timer" reaches to certain value. (Level will not increase if [[line clear]] happen.)<br />
The "level timer" will increase every 256 frames.<br />
If the level increases, the timer will be reset in 0.<br />
{|<br />
!Level||Required time<br />
|-<br />
| 0||14<br />
|-<br />
| 1|| 9<br />
|-<br />
| 2|| 9<br />
|-<br />
| 3|| 9<br />
|-<br />
| 4|| 9<br />
|-<br />
| 5|| 9<br />
|-<br />
| 6|| 9<br />
|-<br />
| 7|| 9<br />
|-<br />
| 8|| 9<br />
|-<br />
| 9||14<br />
|-<br />
|10||14<br />
|-<br />
|11|| 9<br />
|-<br />
|12|| 9<br />
|-<br />
|13|| 9<br />
|-<br />
|14|| 9<br />
|-<br />
|15||14<br />
|}<br />
Current level timer is stored at C72336h in the RAM.<br />
<br />
==Power-on Pattern==<br />
One characteristic of this version of Tetris was the existence of a "Power-on pattern". This referred to the game's behavior that the string of pieces it dealt in the very first game after starting up the system was always the same. This was most probably caused by the state of the randomization seed in the system. After its discovery, players began constructing gameplay plans around the power-on pattern in order to max out the score in the least lines possible. Sega's [[Sega Tetris|1999 version of Tetris]] (Arcade, Dreamcast) pays tribute to the power-on pattern, by dealing the sequence in the final level of the single-player game.<br />
<br />
For MAME players, unless you are playing the bootleg, you must delete your nvram before playing to get the poweron pattern. The B-system version has a different poweron pattern, and does not require you to delete your nvram.<br />
<br />
Flash Point also contain a poweron pattern, not saved in nvram, and uses it for every level you play for the entire game.<br />
<br />
Bloxeed contains a poweron pattern as well but you ust delete your nvram. Additionally if you "continue" you will recieve the pieces in the same order again! However, the powerups are NOT included in the poweron pattern, and are truly randomised.<br />
<br />
==Availability==<br />
A fairly accurate representation of the game, along with [[Tetris: New Century]], [[Flash Point]] and [[Bloxeed]], can be obtained in the Japanese PS2 game ''[[Sega Ages 2500 Series Vol.28 Tetris Collection]]''.<br />
*[[Game]]s<br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_(Sega)&diff=4653Tetris (Sega)2008-04-15T13:14:46Z<p>71.193.11.72: /* Power-on Pattern */</p>
<hr />
<div>{{Infobox |title = Tetris<br />
|developer = Sega<br />
|publisher = Sega<br />
|released = 1988<br />
|platform = Arcade<br />
|preview = 1<br />
|playfield = 10x20<br />
|hold = No<br />
|hard = No<br />
|SRS = Sega Rotation (no wallkicks)<br />
}}<br />
Sega's 1988 Arcade version of Tetris was the version that took Japanese arcades by storm, becoming one of the most commonly known versions of the game. Due to its popularity, it became the base of rules for many other Japanese games created later on, both licensed and unlicensed. Such games include the [[TGM series]], [[Tetris Plus]] series, [[ТЕТРИС SEMIPRO-68k|Shimizu Tetris]] and, to less extent, [[DTET]]. It was one of the first games to instate [[lock delay]], improving maneuverability greatly at high speeds compared to games which did not have the feature.<br />
==Gameplay specifics==<br />
Being an early game, there was only one rotation button, which rotated counterclockwise. The game also contained no wallkicks and no hard drop. However, many of the elements that exist in later games can already be seen here, such as 1G [[DAS]] movement, [[lock delay]], [[ARE]], and rotation/movement processed before gravity - allowing for [[TGM legend#Synchro|synchro]] moves to be performed at 1G fall speed. One rule element not commonly seen in recent games is the existence of the field ceiling. The field height is fixed at 20 cells, and any rotation that would exceed that height would fail.<br />
<br />
It was one of the first games released in Japan to popularize the "marathon" play model of playing endlessly against increasing speed for survival, as opposed to beating levels or clearing a predefined number of lines.<br />
<br />
==Details==<br />
* [[Drop#Soft drop|Soft drop]]: 1G<br />
* [[Lock delay]]: 30 frames<br />
* [[ARE]]: 30 frames<br />
* [[Line clear#Delay|Line clear delay]]: 42 frames<br />
* [[DAS]]: 20 frames<br />
<br />
* Speed levels, in frames per row<br />
{|<br />
!Level||Light||Standard||Heavy||Oni<br />
|-<br />
| 0||48||48||40||30<br />
|-<br />
| 1||32||24||20||15<br />
|-<br />
| 2||24||18||16||12<br />
|-<br />
| 3||18||15||12||10<br />
|-<br />
| 4||14||12||10|| 8<br />
|-<br />
| 5||12||10|| 8|| 6<br />
|-<br />
| 6||10|| 8|| 6|| 4<br />
|-<br />
| 7|| 8|| 6|| 4|| 2<br />
|-<br />
| 8|| 6|| 4|| 2|| 1<br />
|-<br />
| 9|| 4|| 2|| 1|| 1<br />
|-<br />
|10||12||10||10|| 8<br />
|-<br />
|11||10|| 8|| 8|| 6<br />
|-<br />
|12|| 8|| 6|| 6|| 4<br />
|-<br />
|13|| 6|| 4|| 4|| 2<br />
|-<br />
|14|| 4|| 2|| 2|| 1<br />
|-<br />
|15|| 2|| 1|| 1|| 1<br />
|}<br />
Current piece speed is located at C7000Ah in the RAM.<br />
<br />
* Level advancement requirements<br />
There are 2 ways to increase a level.<br />
# Erase 4 lines.<br />
# Put any tetromino after the "level timer" reaches to certain value. (Level will not increase if [[line clear]] happen.)<br />
The "level timer" will increase every 256 frames.<br />
If the level increases, the timer will be reset in 0.<br />
{|<br />
!Level||Required time<br />
|-<br />
| 0||14<br />
|-<br />
| 1|| 9<br />
|-<br />
| 2|| 9<br />
|-<br />
| 3|| 9<br />
|-<br />
| 4|| 9<br />
|-<br />
| 5|| 9<br />
|-<br />
| 6|| 9<br />
|-<br />
| 7|| 9<br />
|-<br />
| 8|| 9<br />
|-<br />
| 9||14<br />
|-<br />
|10||14<br />
|-<br />
|11|| 9<br />
|-<br />
|12|| 9<br />
|-<br />
|13|| 9<br />
|-<br />
|14|| 9<br />
|-<br />
|15||14<br />
|}<br />
Current level timer is stored at C72336h in the RAM.<br />
<br />
==Power-on Pattern==<br />
One characteristic of this version of Tetris was the existence of a "Power-on pattern". This referred to the game's behavior that the string of pieces it dealt in the very first game after starting up the system was always the same. This was most probably caused by the state of the randomization seed in the system. After its discovery, players began constructing gameplay plans around the power-on pattern in order to max out the score in the least lines possible. Sega's [[Sega Tetris|1999 version of Tetris]] (Arcade, Dreamcast) pays tribute to the power-on pattern, by dealing the sequence in the final level of the single-player game.<br />
<br />
For MAME players, unless you are playing the bootleg, you must delete your nvram before playing to get the poweron pattern. The B-syste version has a different poweron pattern, and does not require you to delete your nvrarm.<br />
<br />
Flash Point also contain a poweron pattern, not saved in nvram, and uses it for every level you play for the game.<br />
<br />
Bloxeed contains a poweron pattern as well but you ust delete your nvram. Additionally if you "continue" you will recieve the pieces in the same order again! However, the powerups are NOT included in the poweron pattern, and are truly randomised.<br />
<br />
==Availability==<br />
A fairly accurate representation of the game, along with [[Tetris: New Century]], [[Flash Point]] and [[Bloxeed]], can be obtained in the Japanese PS2 game ''[[Sega Ages 2500 Series Vol.28 Tetris Collection]]''.<br />
*[[Game]]s<br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=The_Next_Tetris&diff=7187The Next Tetris2008-04-14T20:34:45Z<p>71.193.11.72: </p>
<hr />
<div>{{Infobox |title = The Next Tetris<br />
|developer = Blue Planet Software<br />
|publisher = Hasbro Interactive<br />
|released = 07 Jan 1999 (Japan)<br / >16, Jun 1999 (USA)<br / >Oct 1999 (UK)<br />May 31, 1999 (PS)<br />
|platform = PlayStation, Windows<br />
|preview = Two<br />
|playfield = 10x20<br />
|hold = No<br />
|hard = ?<br />
|SRS = Original<br />
}}<br />
<br />
Multiple releases and publishers[http://www.gamefaqs.com/search/index.html?game=next+tetris&platform=0]. Introduced [[infinity]]. However, only rotation reset lock delay, move did not. Also, the rotation system was rater unique. It used smooth motion and rotation, and pieces would physically kick away from wall when rotated if there was room to, even if the final orienation did not overlap. however, this coudl be overidden by pressing against the wall when rotating. Also the axis of rotation depended on both the current position and the rotation direction, yielding a "ratchet effect" if you twisted a snake back and forth.<br />
<br />
Snakes and Is are two state, meaning that if you press the same button tice, it goes back to what it was before, assuming it doesn't strke a wall while rotating smoothly. but if you press one button, then rotate back with the other one, you end up in a different spot!<br />
<br />
Timing also seemed to matter when doing rotation at times, if you mashed the buttons properly, you could often pop a piece into a very unusual spot.<br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=SuperLite_1500_Series:_The_Tetris&diff=5164SuperLite 1500 Series: The Tetris2008-04-14T05:27:20Z<p>71.193.11.72: </p>
<hr />
<div>{{Infobox |title = SuperLite 1500 Series: The Tetris<br />
|developer = <br />
|publisher = <br />
|released = July 19, 2000<br />
|platform = Playstation<br />
}}<br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Magical_Tetris_Challenge&diff=2928Magical Tetris Challenge2008-04-09T21:22:15Z<p>71.193.11.72: </p>
<hr />
<div>{{Infobox |title = Magical Tetris Challenge<br />
|developer = Capcom<br />
|publisher = Capcom<br />
|released = Feb 17, 2000 (Game Boy) 1999 (N64) Nov 26, 1999 (Playstation)<br /><br />
Japan: Nov 20, 1998 (Nintendo 64)<br />
|platform = Gameboy Color, Nintendo 64, Playstation<br />
|preview = Two<br />
|playfield = 10x18 visible<br />
|hold = No<br />
|hard = locking<br />
|SRS = Original<br />
}}<br />
<br />
[[Category:Games List]]<br />
<br />
This game uses it's own rotation system, wich seems to be a bastard mix of Atari rotation and SRS, with different initial piece orientations. all pieces other than T and square start vertical (!). Ls and Js start upside down.<br />
<br />
It uses a total lock time system, where you are given a certain number of frames of lock delay for each tetromino.<br />
<br />
All pieces rotate as in SRS, EXCEPT for the I, which is left handed sega rotation system.<br />
<br />
There are some wallkicks as well, but they don't seem to match SRS.<br />
<br />
Apparently the ghost piece system was liscensed from Arika.</div>71.193.11.72http://tetris.wiki/index.php?title=Magical_Tetris_Challenge&diff=2927Magical Tetris Challenge2008-04-09T21:21:17Z<p>71.193.11.72: </p>
<hr />
<div>{{Infobox |title = Magical Tetris Challenge<br />
|developer = Capcom<br />
|publisher = Capcom<br />
|released = Feb 17, 2000 (Game Boy) 1999 (N64) Nov 26, 1999 (Playstation)<br /><br />
Japan: Nov 20, 1998 (Nintendo 64)<br />
|platform = Gameboy Color, Nintendo 64, Playstation<br />
|preview = Two<br />
|playfield = 10x18 visible<br />
|hold = No<br />
|hard = locking<br />
|SRS = Original<br />
}}<br />
<br />
[[Category:Games List]]<br />
<br />
This game uses it's own rotation system, wich seems to be a bastard mix of Atari rotation and SRS, with different initial piece orientations. all pieces other than T and square start vertical (!).<br />
<br />
It uses a total lock tiem system, where you are given a certain number of frames of lock delay for each tetromino.<br />
<br />
All pieces rotate as in SRS, EXCEPT for the I, which is left handed sega rotation system.<br />
<br />
There are some wallkicks as well, but they don't seem to match SRS.<br />
<br />
Apparently the ghost piece system was liscensed from Arika.</div>71.193.11.72http://tetris.wiki/index.php?title=Magical_Tetris_Challenge&diff=2926Magical Tetris Challenge2008-04-09T21:19:52Z<p>71.193.11.72: </p>
<hr />
<div>{{Infobox |title = Magical Tetris Challenge<br />
|developer = Capcom<br />
|publisher = Capcom<br />
|released = Feb 17, 2000 (Game Boy) 1999 (N64) Nov 26, 1999 (Playstation)<br /><br />
Japan: Nov 20, 1998 (Nintendo 64)<br />
|platform = Gameboy Color, Nintendo 64, Playstation<br />
|preview = Two<br />
|playfield = 10x18 visible<br />
|hold = No<br />
|hard = locking<br />
|soft = non-locking<br />
|RS = Original<br />
}}<br />
<br />
[[Category:Games List]]<br />
<br />
This game uses it's own rotation system, wich seems to be a bastard mix of Atari rotation and SRS, with different initial piece orientations. all pieces other than T and square start vertical (!).<br />
<br />
It uses a total lock tiem system, where you are given a certain number of frames of lock delay for each tetromino.<br />
<br />
All pieces rotate as in SRS, EXCEPT for the I, which is left handed sega rotation system.<br />
<br />
There are some wallkicks as well, but they don't seem to match SRS.<br />
<br />
Apparently the ghost piece system was liscensed from Arika.</div>71.193.11.72http://tetris.wiki/index.php?title=Magical_Tetris_Challenge&diff=2925Magical Tetris Challenge2008-04-09T21:17:40Z<p>71.193.11.72: </p>
<hr />
<div>{{Infobox |title = Magical Tetris Challenge<br />
|developer = Capcom<br />
|publisher = Capcom<br />
|released = Feb 17, 2000 (Game Boy) 1999 (N64) Nov 26, 1999 (Playstation)<br /><br />
Japan: Nov 20, 1998 (Nintendo 64)<br />
|platform = Gameboy Color, Nintendo 64, Playstation<br />
|preview = Two<br />
|playfield = 10x18 visible<br />
|hold = No<br />
|hard = ?<br />
|SRS = Original<br />
}}<br />
<br />
[[Category:Games List]]<br />
<br />
This game uses it's own rotation system, wich seems to be a bastard mix of Atari rotation and SRS, with different initial piece orientations. all pieces other than T and square start vertical (!).<br />
<br />
It uses a total lock tiem system, where you are given a certain number of frames of lock delay for each tetromino.<br />
<br />
All pieces rotate as in SRS, EXCEPT for the I, which is left handed sega rotation system.<br />
<br />
There are some wallkicks as well, but they don't seem to match SRS.<br />
<br />
Apparently the ghost piece system was liscensed from Arika.</div>71.193.11.72http://tetris.wiki/index.php?title=Arika_Rotation_System&diff=4096Arika Rotation System2008-03-27T02:28:22Z<p>71.193.11.72: /* ACE-ARS and ARS2 */</p>
<hr />
<div>'''TGM rotation''' is a game play mechanic used in ''[[Tetris The Grand Master]]'' and other Arika tetromino games, derived from [[Sega rotation]]. It is often refered to as ARS (Arika Rotation System), even though some people believe that this name is misleading.<br />
<br />
Games using TGM rotation generally use [[IRS#IRS|IRS]], fast [[DAS]], [[lock delay]], and firm [[drop]], and tetrominoes start out with the topmost block on the top row (generally row 20). The "ARS" and "ARS2" modes of ''[[Tetris The Grand Master Ace]]'' use a hybrid of TGM rules and [[Tetris Guideline|Guideline]] rules.<br />
<br />
== Basic rotation ==<br />
TGM's basic rotations inherits most of its properties from [[Sega rotation]], which was used in most previous Japanese arcade Tetris games. Some defining characteristics include:<br />
* Having 2 (as opposed to 4) rotation states for S, Z, and I tetrominoes.<br />
* Keeping tetrominoes at an even level while rotating to always allow rotation when the tetromino is on a flat surface (except for the I tetromino - see exceptions below).<br />
* Pointing the initial stance of the T, L, and J tetrominoes downward.<br />
[[Image:Tgm basic ars description.png|left|frame|TGM's basic rotations.]]<br />
<br clear="all"><br />
<br />
== Wall kicks ==<br />
TGM pioneered the use of [[wall kick]]s, with simple but effective kick rules. These rules were unchanged until [[Tetris The Grand Master 3 Terror-Instinct|TGM3]], remaining constant across [[Tetris The Grand Master|TGM]], [[Tetris The Absolute The Grand Master 2|TA]], [[Tetris The Absolute The Grand Master 2 PLUS|TAP]], and [[Tetris with Cardcaptor Sakura Eternal Heart|Sakura Tetris]]. Up to 3 locations are tried, in this order, before rotation will fail:<br />
<br />
*Basic rotation<br />
*1 space right of basic rotation<br />
*1 space left of basic rotation<br />
<br />
In addition to these rules, there are some extra exceptions where certain wall kicks are not allowed:<br />
<br />
*The I tetromino will never kick.<br />
*L, J, and T tetrominoes will not rotate in the situations illustrated below if the [[Image:XTet.png|X]] marked block is occupied.<br />
<br />
{|<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow| | | | | | | |X| | }}<br />
{{pfrow| |L|L|L| | |L|L|L| }}<br />
{{pfrow| |L|X| | | |L| | | }}<br />
{{pfend}}<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow| | |X| | | | | | | }}<br />
{{pfrow| | | |L| | | |X|L| }}<br />
{{pfrow| |L|L|L| | |L|L|L| }}<br />
{{pfend}}<br />
|-<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | |X| | }}<br />
{{pfrow| |J|J|J| | |J|J|J| }}<br />
{{pfrow| | |X|J| | | | |J| }}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | |X| | | | | | | }}<br />
{{pfrow| |J| | | | |J|X| | }}<br />
{{pfrow| |J|J|J| | |J|J|J| }}<br />
{{pfend}}<br />
|-<br />
|{{pfstart}}<br />
{{pfrow| | |X| | | | |X| | }}<br />
{{pfrow| | |I| | | |I|I|I| }}<br />
{{pfrow| |I|I|I| | | |I| | }}<br />
{{pfend}}<br />
|}<br />
<br />
*However, L tetrominoes will rotate clockwise and J tetrominoes counterclockwise in the situations illustrated below if both the [[Image:XTet.png|X]] marked blocks are occupied.<br />
<br />
{|<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow| |X| | | | | | |X| }}<br />
{{pfrow| |L|L|L| | |J|J|J| }}<br />
{{pfrow| |L|X| | | | |X|J| }}<br />
{{pfend}}<br />
|}<br />
<br />
== New wall kicks in TGM3 ==<br />
=== I tetromino's wall kicks ===<br />
In TGM3, the I tetromino can kick walls. There are 3 different types of wall kicks.<br />
{|<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow|G| |Z| | | | | | | }}<br />
{{pfrow|G| |C| | | | | | | }}<br />
{{pfrow|G| |Z| | | | | | | }}<br />
{{pfrow|G| |Z| | | | | | | }}<br />
{{pfend}}<br />
Try to rotate<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|X|Z|C|Z| | | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfend}}<br />
Basic rotation fails<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G|Z|Z|C|Z| | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfend}}<br />
Kick 1 space right<br />
|-<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow|G|G|Z| | | | | | | }}<br />
{{pfrow|G|G|C| | | | | | | }}<br />
{{pfrow|G|G|Z| | | | | | | }}<br />
{{pfrow|G|G|Z| | | | | | | }}<br />
{{pfend}}<br />
Try to rotate<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfrow|X|X|C|Z| | | | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfend}}<br />
Basic rotation fails<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfrow|G|G|Z|Z|C|Z| | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfend}}<br />
Kick 2 space right<br />
|-<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow| | | | | | | | |Z|G}}<br />
{{pfrow| | | | | | | | |C|G}}<br />
{{pfrow| | | | | | | | |Z|G}}<br />
{{pfrow| | | | | | | | |Z|G}}<br />
{{pfend}}<br />
Try to rotate<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow| | | | | | | | | |G}}<br />
{{pfrow| | | | | | |Z|Z|C|X}}<br />
{{pfrow| | | | | | | | | |G}}<br />
{{pfrow| | | | | | | | | |G}}<br />
{{pfend}}<br />
Basic rotation fails<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow| | | | | | | | | |G}}<br />
{{pfrow| | | | | |Z|Z|C|Z|G}}<br />
{{pfrow| | | | | | | | | |G}}<br />
{{pfrow| | | | | | | | | |G}}<br />
{{pfend}}<br />
Kick left<br />
|}<br />
<br />
=== I tetromino's floor kicks ===<br />
The I tetromino can kick the floor.<br />
<br />
Notes:<br />
*Like [[hold piece]], floor kick can be performed only once per tetromino.<br />
*This action causes [[lock delay]] reset.<br />
*The tetromino cannot kick the floor in mid-air.<br />
{|<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|Z|Z|C|Z| | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
Fail<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|Z|Z|C|Z| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
OK<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|Z|Z|C|Z| | | | | | }}<br />
{{pfrow| |G| | | | | | | | }}<br />
{{pfrow| |G|G| | | | | | | }}<br />
{{pfend}}<br />
OK<br />
|}<br />
<br />
There are 2 different types of floor kicks.<br />
{|<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|Z|Z|C|Z| | | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
Try to rotate<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |Z| | | | | | | }}<br />
{{pfrow| | |C| | | | | | | }}<br />
{{pfrow|G| |Z| | | | | | | }}<br />
{{pfrow|G|G|X|G| | | | | | }}<br />
{{pfend}}<br />
Basic rotation fails<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |Z| | | | | | | }}<br />
{{pfrow| | |C| | | | | | | }}<br />
{{pfrow| | |Z| | | | | | | }}<br />
{{pfrow|G| |Z| | | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
Kick 1 space up<br />
|-<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|Z|Z|C|Z| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
Try to rotate<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |Z| | | | | | | }}<br />
{{pfrow| | |C| | | | | | | }}<br />
{{pfrow|G|G|X|G| | | | | | }}<br />
{{pfrow|G|G|X|G| | | | | | }}<br />
{{pfend}}<br />
Basic rotation fails<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow| | |Z| | | | | | | }}<br />
{{pfrow| | |C| | | | | | | }}<br />
{{pfrow| | |Z| | | | | | | }}<br />
{{pfrow| | |Z| | | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
Kick 2 space up<br />
|}<br />
<br />
=== T tetromino's floor kicks ===<br />
The T tetromino can escape from a hollow.<br />
<br />
Notes:<br />
*This action can be performed only once per tetromino.<br />
*This action causes [[lock delay]] reset.<br />
<br />
{|<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G| |I| | | | | | | }}<br />
{{pfrow|G|I|I| | | | | | | }}<br />
{{pfrow|G|G|I|G|G|G|G|G|G| }}<br />
{{pfend}}<br />
Try to rotate<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G| |I| | | | | | | }}<br />
{{pfrow|G|X|I|X|G|G|G|G|G| }}<br />
{{pfend}}<br />
Basic rotation fails<br />
|width="200pt"|{{pfstart}}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G| |I| | | | | | | }}<br />
{{pfrow|G|I|I|I| | | | | | }}<br />
{{pfrow|G|G| |G|G|G|G|G|G| }}<br />
{{pfend}}<br />
Kick up<br />
|}<br />
<br />
<br />
== Right side bias ==<br />
<br />
In TGM's rotation system, the Tetrominoes rotatate on only one axis resulting in asymmetrical rotations. In this example, the I piece can't rotate on the left side of the stack;<br />
<br />
<br />
{{pfstart}}<br />
{{pfrow| | |Z| | | | | | | }}<br />
{{pfrow| | |Z| | | | | | | }}<br />
{{pfrow| | |X|G|G|G|G|G|G|G}}<br />
{{pfrow| | |x|G|G|G|G|G|G|G}}<br />
{{pfrow| |G|G|G|G|G|G|G|G|G}}<br />
{{pfend}}<br />
<br />
A situation which would work on the right side.<br />
<br />
Notice the I has 1 rotation axis;<br />
<br />
{{pfstart}}<br />
{{width4row|Z|Z|C|Z}}<br />
{{pfend}}<br />
I piece's rotation axis<br />
<br />
<br />
This case does not apply to the T tetromino, as it rotates on it's center;<br />
<br />
{{pfstart}}<br />
{{width3row| |I| }}<br />
{{width3row|I|C|I}}<br />
{{pfend}}<br />
T rotation axis<br />
== ACE-ARS and ARS2 ==<br />
<br />
ARS was featured as a Xbox live download for ACE.<br />
Ace's rotation is a hybrid of SRS and ARS. Ace features guideline colors and allows 128 rotations and 128 movements. (Rather than true infinity) ACE features the ability to floor kick with any block, but still retains the wall kick rather than floor kick behavior from the original TGM rotation. Normal ARS features Sonic Lock (locking hard drop) and non-locking soft drop. ARS2 had Sonic Drop (non-locking hard drop) and soft drop (locking).<br />
<br />
==To-Do==<br />
*describe ACE's ARS and ARS2<br />
*describe "Mihara's conspiracy"<br />
*mention right bias (Complete)<br />
*add more visual aids?<br />
<br />
== References ==<br />
*[http://web.iis.to/tetris_tgm/newrotation.html KAN's detailed explanation of TGM3's new I and T floorkicks]<br />
*[http://www13.plala.or.jp/TETRiS_TGM/kouza/index.htm TGM rotations, in Japanese]<br />
<br />
[[Category:Rotation Systems]]</div>71.193.11.72http://tetris.wiki/index.php?title=Talk:Tetripz&diff=9523Talk:Tetripz2008-03-24T21:13:20Z<p>71.193.11.72: </p>
<hr />
<div>@Tepples,<br />
<br />
<br />
"It's not MIDI; it's tracked. It just "sounds like midi" because laypeople associate MIDI with Windows 3.1's implementation of MIDI file playback through the AdLib chipset.)"<br />
<br />
<br />
Hate to disagree with ya, but the music in Tetripz is *NOT* Tracker format. Although not true MIDI either, it's closer to MIDI format than any version (or offshoot) of Tracker.<br />
<br />
The music in the game uses a Sound Blaster's Yamaha OPL2/3 chip, which is basically standard Adlib synthesis (along the lines of Creative Labs' "CMF" music format, which is playable on any sound card that contains an on-board Yamaha OPL2/3 synth chip), and is a version of MIDI format in itself.<br />
<br />
<br />
- Rich Nagel<br />
<br />
Think of it like the music in some of the old(er) DOS games such as Jill of the Jungle, Brix, Wolfenstein 3D, and any DOS game such as DOOM (when configured for standard Adlib or Sound Blaster (OPL2/3) music drivers).<br />
<br />
None of these games use true MIDI format for their music, but they are definately variants of MIDI format (i.e. all of the afore-mentioned games have utilities that have been released throughout the years to convert from their native music format to (in verbatim) MIDI files).<br />
<br />
<br />
- Rich Nagel<br />
<br />
This program dynamically updates the fm registers of the adlib card in real time. it is NOT midi. The only way to rip it's music is to dissasemble the program an dfigure out how the heck their player works.<br />
<br />
The player was most likely stolen from an earlier demo of the designers, and demoscene music is traditionally tracked. So it's most likely an embedded tracker datafile+player.<br />
<br />
- zaphod77</div>71.193.11.72http://tetris.wiki/index.php?title=Talk:Tetripz&diff=9522Talk:Tetripz2008-03-24T21:11:05Z<p>71.193.11.72: </p>
<hr />
<div>@Tepples,<br />
<br />
<br />
"It's not MIDI; it's tracked. It just "sounds like midi" because laypeople associate MIDI with Windows 3.1's implementation of MIDI file playback through the AdLib chipset.)"<br />
<br />
<br />
Hate to disagree with ya, but the music in Tetripz is *NOT* Tracker format. Although not true MIDI either, it's closer to MIDI format than any version (or offshoot) of Tracker.<br />
<br />
The music in the game uses a Sound Blaster's Yamaha OPL2/3 chip, which is basically standard Adlib synthesis (along the lines of Creative Labs' "CMF" music format, which is playable on any sound card that contains an on-board Yamaha OPL2/3 synth chip), and is a version of MIDI format in itself.<br />
<br />
<br />
- Rich Nagel<br />
<br />
Think of it like the music in some of the old(er) DOS games such as Jill of the Jungle, Brix, Wolfenstein 3D, and any DOS game such as DOOM (when configured for standard Adlib or Sound Blaster (OPL2/3) music drivers).<br />
<br />
None of these games use true MIDI format for their music, but they are definately variants of MIDI format (i.e. all of the afore-mentioned games have utilities that have been released throughout the years to convert from their native music format to (in verbatim) MIDI files).<br />
<br />
<br />
- Rich Nagel<br />
<br />
This program dynamically updates the fm registers of the adlib card in real time. it is NOT midi, and it's not a standard "tracker" format either. the only way to rip it's music is to dissasemble the program an dfigure out how the heck their player works.<br />
<br />
The player was most likely stolen from an earlier demo of the designers, and demoscene music is traditionally tracked. So it's most likely an embedded tracker datafile+player.<br />
<br />
- zaphod77</div>71.193.11.72http://tetris.wiki/index.php?title=Talk:Tetripz&diff=9521Talk:Tetripz2008-03-24T21:10:42Z<p>71.193.11.72: </p>
<hr />
<div>@Tepples,<br />
<br />
<br />
"It's not MIDI; it's tracked. It just "sounds like midi" because laypeople associate MIDI with Windows 3.1's implementation of MIDI file playback through the AdLib chipset.)"<br />
<br />
<br />
Hate to disagree with ya, but the music in Tetripz is *NOT* Tracker format. Although not true MIDI either, it's closer to MIDI format than any version (or offshoot) of Tracker.<br />
<br />
The music in the game uses a Sound Blaster's Yamaha OPL2/3 chip, which is basically standard Adlib synthesis (along the lines of Creative Labs' "CMF" music format, which is playable on any sound card that contains an on-board Yamaha OPL2/3 synth chip), and is a version of MIDI format in itself.<br />
<br />
<br />
- Rich Nagel<br />
<br />
Think of it like the music in some of the old(er) DOS games such as Jill of the Jungle, Brix, Wolfenstein 3D, and any DOS game such as DOOM (when configured for standard Adlib or Sound Blaster (OPL2/3) music drivers).<br />
<br />
None of these games use true MIDI format for their music, but they are definately variants of MIDI format (i.e. all of the afore-mentioned games have utilities that have been released throughout the years to convert from their native music format to (in verbatim) MIDI files).<br />
<br />
<br />
- Rich Nagel<br />
<br />
This program dynamically updates the fm registers of the adlib card in real time. it is NOT midi, and it's not a standard "tracker" format either. the only way to rip it's music is to dissasemble the program an dfigure out how the heck their player works.<br />
<br />
The player was most likely stolen from an earlier demo of the designers, and demoscene music is traditionally tracked. So it's most likely an embedded tracker datafile+player.</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_The_Grand_Master_3_Terror-Instinct&diff=5523Tetris The Grand Master 3 Terror-Instinct2008-03-19T12:40:48Z<p>71.193.11.72: /* Staff Roll Grading System */</p>
<hr />
<div>{{Infobox |title = Tetris The Grand Master 3 Terror-Instinct<br />
|developer = ARIKA<br />
|publisher = TAITO<br />
|released = March, 2005<br />
|platform = Arcade, Type-X platform<br />
|preview = 3<br />
|hold = Yes, with IHS<br />
|hard = Classic rule: Sonic Drop<br>World rule: Sonic Lock<br />
|SRS = Classic rule: TGM style wallkick<br>World rule: Symmetry SRS<br />
}}<br />
'''''Tetris The Grand Master 3 Terror-Instinct''''', abbreviated '''TGM3''' or '''Ti''', is a ''Tetris'' [[game]] from [[Arika]], part of the [[TGM series]].<br />
<br />
== Difference from past games in the series ==<br />
The grading system has undergone significant changes from previous games. The most notable change is the removal of an in-game score and grade display; they are only displayed after the end of the game, much like the secret grade in previous games.<br />
<br />
== Level Bonuses ==<br />
Unlike in [[TGM]], [[TGM2]], and [[TAP]], TGM3 advances the level further for a 3 or 4 [[line clear]]: [http://www.tetrisconcept.com/forum/viewtopic.php?p=3511#3511]<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Level Bonuses'''<br />
! bgcolor="#CC88FF"|Lines cleared<br />
! bgcolor="#BBBBBB"|Level advance<br>in older games<br />
! Level advance<br>in TGM3<br />
|-<br />
| bgcolor="#80A3F8"|1 (single) || bgcolor="#C4E8E8"|1 || bgcolor="#C4E8E8"|1<br />
|-<br />
| bgcolor="#66BB55"|2 (double) || bgcolor="#D7ECC6"|2 || bgcolor="#D7ECC6"|2<br />
|-<br />
| bgcolor="#FFFF55"|3 (triple) || bgcolor="#FFFF88"|3 || bgcolor="#FFFF88"|4<br />
|-<br />
| bgcolor="#FFA069"|4 (tetris) || bgcolor="#FFD3AC"|4 || bgcolor="#FFD3AC"|6<br />
|}<br />
<br />
== Game Modes ==<br />
<br />
=== Easy ===<br />
Easy mode has many similarities with Normal mode in [[TGM2]]. It is designed to bring less experienced players into the game who may be intimidated by the high speeds and steep learning curve of Master mode and Shirase mode. During play, the game displays a guide, depicted by a hollow frame, designed to give players suggestions on where to place the active tetromino.<br />
<br />
The game also shows animations of fireworks every time a line is cleared. The total number of firework shots ("Hanabi") during play is given at the end of the game, creating a "game within a game," where the objective is to attain the highest number of fireworks possible. The number of fireworks can increase with higher line clears, combos (multiple consecutive line clears), and T-Spin line clears.<br />
<br />
Easy mode is cleared by simply reaching level 200. Play continues during the credit roll in 20G, with a boost in the number of fireworks shown.<br />
<br />
=== Sakura ===<br />
Sakura mode replicates the gameplay of [[Tetris with Cardcaptor Sakura Eternal Heart]]. The mode's objective is not to clear lines but to clear every jeweled block in each stage as quickly as possible, similar to Flash Point. There are 20 stages, and 7 EX stages, each progressively more difficult to clear efficiently. Some stages feature handicaps such as the regular flipping of the playing field from left to right or the periodic invisibility of non-jewel blocks. The hold box is cleared between stages, therefore; it is not possible to hold a desired tetromino for the following stage.<br />
<br />
Score is not recorded as the mode is purely a time attack exercise. The player has a time limit in which to complete the whole mode. Beginning at 3 minutes, a time bonus is given for quickly clearing a stage.<br />
<br />
=== Master ===<br />
Master in TGM3 behaves very much like its predecessor in [[TGM2]]. Notable differences include the addition of a hold piece, a 3 piece preview, and new wallkicks for T and I tetrominos. At first, these additions may make TGM3's Master mode appear easier than in [[TGM2]]. This illusion, however, is soon dispelled by a huge increase in speed, which will cause all but the most experienced of players to struggle at later levels. Unlike previous games, the rate at which the speed increases is variable, and changes according to how well the player is doing. For instance, depending on the player, the game may enter 20G as early as level 300 or as late as level 500. Master mode will stop at level 500 with no credit roll if the timer has exceeded 7 minutes (except during qualification exams where it will continue to 999 as normal).<br />
<br />
As mentioned earlier, the player's grade is not displayed during the game but after the game has ended. The invisible challenge during the credit roll is back in TGM3, but unlike [[TGM2]], surviving it does not necessarily lead to a GM (Grand Master) grade. The GM grade was attained by the Japanese player 'jin8' on July 28, 2007 and 'KAN' on Dec 27, 2007. They are currently the only players in the world to have achieved GM. Many players had previously believed that the GM grade could not be obtained through standard play.<br />
<br />
The Secret Grade GM is awarded for the [[Tetromino art#Greater than|secret ">" stacking challenge]] in the same fashion as previous games in the series.<br />
<br />
==== Grade Recognition System ====<br />
<br />
9 -> 1, S1 -> S9, m1 -> m9, Master, MasterK, MasterV, MasterO, MasterM, GrandMaster<br />
<br />
There are three independent systems that work together to produce the final grade. The first system is just like TAP, with internal grade points reaching 100 to advance to the next internal grade. Just like TAP's 9 -> S9, there are 18 grades this system can produce. In fact, testing by colour_thief (on his personal Ti machine set to freeplay) has shown that it is very likely that this entire part of the system is exactly the same as TAP with one important difference: the combo multiplier table.<br />
<br />
The grade point formula is the same as TAP:<br />
'''Awarded Grade Points = ceil(Basic Amount x Combo Multiplier) x Level Multiplier'''<br />
<br />
The basic amount and decay rate is determined by the player's current grade, and it is exactly the same as TAP. For each new "TAP grade" the player obtains, the player's grade gets a +1.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Internal Grade System'''<br />
|-<br />
!bgcolor="#BBBBBB" rowspan="2" |Internal <br>Grade<br />
!rowspan="2" |Displayed <br>Grade<br />
!bgcolor="#CC88FF" rowspan="2" |Decay <br>Rate<br />
!bgcolor="#BBBBBB" colspan="4"|Internal Grade Points awarded for:<br />
|-<br />
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris<br />
|- bgcolor="#EFEFEF" align = center<br />
| 0 || 9 || bgcolor="#CCBBFF"|125 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|40 || bgcolor="#FFD3AC"|50<br />
|- bgcolor="#D4D4D4" align = center<br />
| 1 || 8 || 80 || 10 || 20 || 30 || 40<br />
|- bgcolor="#EFEFEF" align = center<br />
| 2 || 7 || bgcolor="#CCBBFF"|80 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|30 || bgcolor="#FFD3AC"|40<br />
|- bgcolor="#D4D4D4" align = center<br />
| 3 || 6 || 50 || 10 || 15 || 30 || 40<br />
|- bgcolor="#EFEFEF" align = center<br />
| 4 || 5 || bgcolor="#CCBBFF"|45 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|15 || bgcolor="#FFFF88"|20 || bgcolor="#FFD3AC"|40<br />
|- bgcolor="#D4D4D4" align = center<br />
| 5 || 4 || 45 || 5 || 15 || 20 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 6 || 4 || 45 || 5 || 10 || 20 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 7 || 3 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 8 || 3 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 9 || 2 || 40 || 5 || 10 || 15 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 10 || 2 || 40 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 11 || 2 || 40 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 12 || 1 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 13 || 1 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 14 || 1 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 15 || S1 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 16 || S1 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 17 || S1 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 18 || S2 || bgcolor="#CCBBFF"|20 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 19 || S3 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 20 || S4 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 21 || S4 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 22 || S4 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 23 || S5 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 24 || S5 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 25 || S6 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 26 || S6 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 27 || S7 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 28 || S7 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 29 || S8 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 30 || S8 || bgcolor="#CCBBFF"|10 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 31 || S9 || 10 || 2 || 12 || 13 || 30<br />
|}<br />
<br />
<br />
The combo multiplier is different than TAP. The same columns are used, but are given to different line clears. Most likely, TAP uses the exact table below but an "off-by-one" programming error reads the values in the wrong order. This sort of error is very easy to make when accessing two-dimensional information from a one-dimensional array, as is the case with the combo table.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Combo Multiplier'''<br />
|-<br />
!bgcolor="#BBBBBB" rowspan="2" |Combo <br>Size<br />
!bgcolor="#CC88FF" colspan="4"|Multiplier for:<br />
|-<br />
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris<br />
|-align = center<br />
| 1 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.0 || bgcolor="#FFFF88"|1.0 || bgcolor="#FFD3AC"|1.0 <br />
|-align = center<br />
| 2 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.2 || bgcolor="#FFFF88"|1.4 || bgcolor="#FFD3AC"|1.5 <br />
|-align = center<br />
| 3 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.2 || bgcolor="#FFFF88"|1.5 || bgcolor="#FFD3AC"|1.8 <br />
|-align = center<br />
| 4 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.6 || bgcolor="#FFD3AC"|2.0 <br />
|-align = center<br />
| 5 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.7 || bgcolor="#FFD3AC"|2.2 <br />
|-align = center<br />
| 6 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.8 || bgcolor="#FFD3AC"|2.3 <br />
|-align = center<br />
| 7 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.9 || bgcolor="#FFD3AC"|2.4 <br />
|-align = center<br />
| 8 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.5 || bgcolor="#FFFF88"|2.0 || bgcolor="#FFD3AC"|2.5 <br />
|-align = center<br />
| 9 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.5 || bgcolor="#FFFF88"|2.1 || bgcolor="#FFD3AC"|2.6 <br />
|-align = center<br />
| 10 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|2.0 || bgcolor="#FFFF88"|2.5 || bgcolor="#FFD3AC"|3.0 <br />
|} <br />
<br />
Finally, depending on the level, one of four level multipliers is applied to the awarded grade points. It is exactly the same as TAP.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Level Multiplier'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#CC88FF"|Multiplier<br />
|-align = center<br />
| bgcolor="#C4E8E8"|000-249 || bgcolor="#CCBBFF"|1<br />
|-align = center<br />
| bgcolor="#C4E8E8"|250-499 || bgcolor="#CCBBFF"|2 <br />
|-align = center<br />
| bgcolor="#C4E8E8"|500-749 || bgcolor="#CCBBFF"|3 <br />
|-align = center<br />
| bgcolor="#C4E8E8"|750-999 || bgcolor="#CCBBFF"|4 <br />
|}<br />
<br />
====Section COOL/REGRET System====<br />
<br />
This core grading system is supported by a new COOL/REGRET grading system. Ti will display COOL!! or REGRET! for many reasons, but only one of these reasons is important to the grading system. The types in question are the "section COOL," which is achieved when the player reaches level *70 of all sections from 0-899 in a certain amount of time, and the "section REGRET", which is given out when the player finishes a section beyond a certain amount of time.<br />
<br />
Getting a section COOL and finishing the section will result in a +1 modifier to the player's grade. It's important to note that the +1 modifier only takes effect if the section is finished, and that there is no section COOL in section 900-999. Though a section COOL is internally triggered at *70, it may be randomly displayed to the player anywhere from *80 to *90.<br />
<br />
Getting a section REGRET will result in a -1 modifier to the player's grade. A section REGRET will override a section COOL if both are received in the same section. If neither a COOL nor a REGRET are received in a section, no modifier is applied to the player's grade.<br />
<br />
The conditions for each section COOL and REGRET were recently discovered through reverse engineering, and are currently believed to be the following:<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Section COOL Conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#66BB55"|Section Time<br />
|-<br />
| bgcolor="#C4E8E8"|0-70 || bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-170 || bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-270 || bgcolor="#D7ECC6"|49:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-370 || bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-470 || bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-570 || bgcolor="#D7ECC6"|42:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-670 || bgcolor="#D7ECC6"|42:00 <br />
|-<br />
| bgcolor="#C4E8E8"|700-770 || bgcolor="#D7ECC6"|38:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-870 || bgcolor="#D7ECC6"|38:00<br />
|}<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Section REGRET Conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#FFA069"|Section Time<br />
|-<br />
| bgcolor="#C4E8E8"|0-99 || bgcolor="#FFD3AC"|1:30:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-199 || bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-299 || bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-399 || bgcolor="#FFD3AC"|1:08:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-499 || bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-599 || bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-699 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|700-799 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-899 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|900-999 || bgcolor="#FFD3AC"|50:00<br />
|}<br />
<br />
====Staff Roll Grading System====<br />
<br />
The staff roll is largely the same as in [[TGM2]], but the impact on the player's grade has been expanded greatly. Depending on whether it is the disappearing roll (where blocks disappear 5 seconds after they lock) or the invisible roll (where blocks disappear as soon as they lock), a grade modifier is put into place for the entirety of the roll. In total number of grades boosted (rounded down), these are the formulas used:<br />
<br />
'''Disappearing roll: 0.5 + (Tetrises x 0.1) + (Lines x 0.04)'''<br />
<br />
'''Invisible roll: 1.6 + (Tetrises x 0.6) + (Lines x 0.1)'''<br />
<br />
*The first value only applies if the roll is cleared.<br />
*Tetrises indicates the number of times 4 lines were cleared simultaneously.<br />
*Lines indicates the total number of lines cleared.<br />
*Though the result of the Invisible roll grade formula can go beyond 6, Grand Master is still the highest grade that can be achieved.<br />
<br />
Note that each tetris scored during the invisible roll is a full grade, because each tetris also adds .4 due to line clear.<br />
<br />
Thus, the requirement for achieving Grand Master is to exhaust the potential of all three grading systems. More precisely, the requirements are to clear with S9, all sectional COOLs, no sectional REGRETs, and to perform very strongly during the staff roll.<br />
<br />
Additionally, the game will not award the GM grade until the player has passed the GM promotional exam, which must be earned by multiple GM-class performances within the past seven games logged under the player's initials.<br />
<br />
=== Shirase ===<br />
Shirase follows in the footsteps of TA Death in [[TAP]]. However, the immense speed difference is immediately apparent, and continues to increase throughout. Shirase mode does not stop at level 999 like in TA Death and Master mode, but continues to level 1300. Shirase also has other key features:<br />
<br />
If the player reaches 500 with a time greater than 2:28:00 (Classic) or 3:03:00 (World) [[Torikan|the game will stop]], and the player is awarded the grade S5 (assuming no REGRET! deductions).<br />
<br />
From level 500 to 1000, a line of garbage identical to the bottom row will spawn at regular intervals.<br />
<br />
If the player reaches 1000 with a time greater than 4:56:00(Classic) or 6:06:00 (World) the game will stop, and the player is awarded the grade S10 (assuming no REGRET! deductions).<br />
<br />
From level 1000 to 1300, every tetromino that spawns is made of monochrome [ ] blocks.<br />
<br />
Ichiro Mihara, creator of the series, has stated in his blog that levels beyond 1300 exist. Methods to reach such levels are yet unknown because the 1300 barrier has not yet been broken, even at the current record clear time of 4 minutes and 23 seconds.<br />
<br />
Grading is handled differently in Shirase mode. The game will award an S grade equivalent to the number of sections cleared; the highest grade being S13 for clearing level 1300. If the performance earns one or more "section time" REGRET! during play, the game will award an S grade lower than the number of sections cleared. REGRET! is announced if a section time exceeds 1 minute. Although there are other types of REGRET! confirmed, only the section time REGRET! appears to subtract from the player's grade.<br />
<br />
The secret ">" stacking challenge applies to Shirase mode also, despite a significant increase in difficulty due to its speed. Secret grades awarded in Shirase mode start at m grades instead of the usual S grades.<br />
<br />
The Shirase credit roll is a 20G, big tetromino challenge (all tetromino are twice their normal size).<br />
<br />
==== Speed Timings ====<br />
Gravity is fixed at 20G. <br>''Note: that these values have been deduced through observation of gameplay videos and may contain inaccuracies.''<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Delays'''<br />
! bgcolor="#80A3F8"|Level<br />
! bgcolor="#FFA069"|[[ARE]]<br>(frames)<br />
! bgcolor="#FFFF55"|[[DAS]]<br>(frames)<br />
! bgcolor="#CC88FF"|[[Drop|Lock]]<br>(frames)<br />
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)<br />
|-<br />
| bgcolor="#C4E8E8"|000 - 099 || bgcolor="#FFD3AC"|11 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|20 || bgcolor="#D7ECC6"|8<br />
|-<br />
| bgcolor="#C4E8E8"|100 - 199 || bgcolor="#FFD3AC"|11 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|5<br />
|-<br />
| bgcolor="#C4E8E8"|200 - 299 || bgcolor="#FFD3AC"|11 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|16 || bgcolor="#D7ECC6"|5<br />
|-<br />
| bgcolor="#C4E8E8"|300 - 499 || bgcolor="#FFD3AC"|6 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|13 || bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|500 - 599 || bgcolor="#FFD3AC"|5 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|600 - 999 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|11 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1000 - 1099 || bgcolor="#FFD3AC"|6 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|11 || bgcolor="#D7ECC6"|2<br />
|-<br />
| bgcolor="#C4E8E8"|1100 - 1199 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|11 || bgcolor="#D7ECC6"|2<br />
|-<br />
| bgcolor="#C4E8E8"|1200 - 1300 || bgcolor="#FFD3AC"|3 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"| 9 || bgcolor="#D7ECC6"|2<br />
|}<br />
<br />
== Scoring ==<br />
<br />
Score in this game is even less important than previous games. The score is not shown until the game is finished, and it is apparently not used for the grading system or rankings. Nevertheless, the algorithm has changed since TAP, eliminating any effect from bravos and reducing the reward for sonic drops and speed. The equation is:<br />
<br />
'''Score = ((Level + Lines)/4 + Soft + Sonic) x Lines x Combo + (Level_After_Clear)/2 + Speed'''<br />
<br />
Where:<br />
*Level is the current level the player is on.<br />
*Lines is the number of lines cleared. There is no bonus here for triples and tetrises.<br />
*(Level + Lines)/4 is rounded up.<br />
*(Level_After_Clear)/2 is rounded up. This is the only part of the equation where the level bonus for triples and tetrises makes a difference.<br />
*Soft is the cummulative number frames during which Down was held during the piece's active time. Note that this means manually locking pieces already on the ground will increase the Soft value by 1.<br />
*Sonic is the size of the single greatest sonic drop during the piece's active time. Note that this is non-cummulative.<br />
*If the previous piece cleared no lines, Combo is reset to 1. Otherwise and its Combo value is:<br />
*:'''Combo = (previous Combo value) + (2 x Lines) - 2'''<br />
*:Example: A double-triple-single combo will have combo values 3, 7, and 7 respectively.<br />
*Speed can be no less than 0, and otherwise equal to:<br />
*:'''Speed = Lock Delay - Active Time'''<br />
:Where, Lock Delay is the number of frames of lock delay given out for that particular level, and Active Time is the number of frames the piece was active (which is a minimum of 1).<br />
<br />
== COOLs and REGRETs ==<br />
<br />
When playing the game, certain text messages may momentarily show up below the playfield. Two of which, COOL!! and REGRET!, are known to appear when the player has fulfilled certain conditions.<br />
<br />
=== COOL!! ===<br />
COOL!! messages appear only in Master mode. There are currently 3 known triggers of the COOL!! message. They cannot be visually distinguished, but they each show up when different conditions are met.<br />
<br />
==== Tetris COOL ====<br />
A "Tetris COOL" appears when the player has made Tetrises in excess of a certain number of times. The required number is 3 times for 0-99, 6 times in 100-199, and 4 times for all subsequent sections. Tetrises that span across sections are not counted for the previous section or the new section. This means that for a Tetris to count towards a Tetris COOL, the player would need to make the move by level *93.<br />
<br />
A Tetris COOL can be triggered twice in the 0-99 section if the player makes 6 Tetrises, double the number required to get it once. In other sections it is practically impossible to make double the number of required Tetrises, and perhaps even harmful to the player's grade. This is because the only way it can be done is to stack high at the previous level stop, and get quite a few Is in a row. Of course, stacking high at the level stop will more likely result in a section REGRET. Therefore the only level it makes sense to even attempt the double tetris cool is 0-99.<br />
<br />
==== Section COOL ====<br />
A "Section COOL" appears at around, but not exactly on, level *80 when the player has reached level *70 within a specific time. It may appear right before a piece spawn, or along with a line clear.<br />
<br />
It is strongly suspected that the player's grade is incremented by 1 when he triggers a section COOL, and then enters the next section. The grade increment occurs not when the COOL is triggered, but upon the section change following it. As an exception, a section COOL does not appear in the 900-999 section.<br />
<br />
==== Special COOL ====<br />
A "Special COOL" appears approximately two seconds after when the player performs certain moves:<br />
<br />
* 3 Tetrises in a row, one right after the other<br />
* 2 T-spins in a row, one right after the other<br />
* a T-spin Triple<br />
<br />
The T-spin conditions can stack up. Therefore, if the player makes a T-spin Triple immediately followed by a T-spin Single, he will get two COOLs in a row.<br />
<br />
=== REGRET! ===<br />
REGRET! messages appear to note a failing in the player's performance. There are 2 known kinds of REGRET! messages in the game. In addition to Master mode, REGRET!s can also show up in Shirase mode.<br />
<br />
==== Hole REGRET ====<br />
A "Hole REGRET" appears when the playfield is in a suboptimal state, namely with numerous holes and possibly steps in the landscape. It appears immediately after locking a piece, or clearing a line. It can happen multiple times per section.<br />
<br />
==== Section Time REGRET ====<br />
A Section Time REGRET appears when the player took longer than a set amount of time to get through a *00-*99 level section. Some examples are 1'30" for Master mode Lv. 0-100, and 1'00" for Shirase mode Lv. 0-100. The times are same for both Classic and World rule modes.<br />
<br />
=== Effects on Grading ===<br />
<br />
Section COOLs and REGRETs strongly affect the final grade. All other COOLs and REGRETs have no direct impact on the grade.<br />
<br />
{{Arika games}}<br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_The_Grand_Master_3_Terror-Instinct&diff=5520Tetris The Grand Master 3 Terror-Instinct2008-03-16T04:03:26Z<p>71.193.11.72: /* Tetris COOL */</p>
<hr />
<div>{{Infobox |title = Tetris The Grand Master 3 Terror-Instinct<br />
|developer = ARIKA<br />
|publisher = TAITO<br />
|released = March, 2005<br />
|platform = Arcade, Type-X platform<br />
|preview = 3<br />
|hold = Yes, with IHS<br />
|hard = Classic rule: Sonic Drop<br>World rule: Sonic Lock<br />
|SRS = Classic rule: TGM style wallkick<br>World rule: Symmetry SRS<br />
}}<br />
'''''Tetris The Grand Master 3 Terror-Instinct''''', abbreviated '''TGM3''' or '''Ti''', is a ''Tetris'' [[game]] from [[Arika]], part of the [[TGM series]].<br />
<br />
== Difference from past games in the series ==<br />
The grading system has undergone significant changes from previous games. The most notable change is the removal of an in-game score and grade display; they are only displayed after the end of the game, much like the secret grade in previous games.<br />
<br />
== Level Bonuses ==<br />
Unlike in [[TGM]], [[TGM2]], and [[TAP]], TGM3 advances the level further for a 3 or 4 [[line clear]]: [http://www.tetrisconcept.com/forum/viewtopic.php?p=3511#3511]<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Level Bonuses'''<br />
! bgcolor="#CC88FF"|Lines cleared<br />
! bgcolor="#BBBBBB"|Level advance<br>in older games<br />
! Level advance<br>in TGM3<br />
|-<br />
| bgcolor="#80A3F8"|1 (single) || bgcolor="#C4E8E8"|1 || bgcolor="#C4E8E8"|1<br />
|-<br />
| bgcolor="#66BB55"|2 (double) || bgcolor="#D7ECC6"|2 || bgcolor="#D7ECC6"|2<br />
|-<br />
| bgcolor="#FFFF55"|3 (triple) || bgcolor="#FFFF88"|3 || bgcolor="#FFFF88"|4<br />
|-<br />
| bgcolor="#FFA069"|4 (tetris) || bgcolor="#FFD3AC"|4 || bgcolor="#FFD3AC"|6<br />
|}<br />
<br />
== Game Modes ==<br />
<br />
=== Easy ===<br />
Easy mode has many similarities with Normal mode in [[TGM2]]. It is designed to bring less experienced players into the game who may be intimidated by the high speeds and steep learning curve of Master mode and Shirase mode. During play, the game displays a guide, depicted by a hollow frame, designed to give players suggestions on where to place the active tetromino.<br />
<br />
The game also shows animations of fireworks every time a line is cleared. The total number of firework shots ("Hanabi") during play is given at the end of the game, creating a "game within a game," where the objective is to attain the highest number of fireworks possible. The number of fireworks can increase with higher line clears, combos (multiple consecutive line clears), and T-Spin line clears.<br />
<br />
Easy mode is cleared by simply reaching level 200. Play continues during the credit roll in 20G, with a boost in the number of fireworks shown.<br />
<br />
=== Sakura ===<br />
Sakura mode replicates the gameplay of [[Tetris with Cardcaptor Sakura Eternal Heart]]. The mode's objective is not to clear lines but to clear every jeweled block in each stage as quickly as possible, similar to Flash Point. There are 20 stages, and 7 EX stages, each progressively more difficult to clear efficiently. Some stages feature handicaps such as the regular flipping of the playing field from left to right or the periodic invisibility of non-jewel blocks. The hold box is cleared between stages, therefore; it is not possible to hold a desired tetromino for the following stage.<br />
<br />
Score is not recorded as the mode is purely a time attack exercise. The player has a time limit in which to complete the whole mode. Beginning at 3 minutes, a time bonus is given for quickly clearing a stage.<br />
<br />
=== Master ===<br />
Master in TGM3 behaves very much like its predecessor in [[TGM2]]. Notable differences include the addition of a hold piece, a 3 piece preview, and new wallkicks for T and I tetrominos. At first, these additions may make TGM3's Master mode appear easier than in [[TGM2]]. This illusion, however, is soon dispelled by a huge increase in speed, which will cause all but the most experienced of players to struggle at later levels. Unlike previous games, the rate at which the speed increases is variable, and changes according to how well the player is doing. For instance, depending on the player, the game may enter 20G as early as level 300 or as late as level 500. Master mode will stop at level 500 with no credit roll if the timer has exceeded 7 minutes (except during qualification exams where it will continue to 999 as normal).<br />
<br />
As mentioned earlier, the player's grade is not displayed during the game but after the game has ended. The invisible challenge during the credit roll is back in TGM3, but unlike [[TGM2]], surviving it does not necessarily lead to a GM (Grand Master) grade. The GM grade was attained by the Japanese player 'jin8' on July 28, 2007 and 'KAN' on Dec 27, 2007. They are currently the only players in the world to have achieved GM. Many players had previously believed that the GM grade could not be obtained through standard play.<br />
<br />
The Secret Grade GM is awarded for the [[Tetromino art#Greater than|secret ">" stacking challenge]] in the same fashion as previous games in the series.<br />
<br />
==== Grade Recognition System ====<br />
<br />
9 -> 1, S1 -> S9, m1 -> m9, Master, MasterK, MasterV, MasterO, MasterM, GrandMaster<br />
<br />
There are three independent systems that work together to produce the final grade. The first system is just like TAP, with internal grade points reaching 100 to advance to the next internal grade. Just like TAP's 9 -> S9, there are 18 grades this system can produce. In fact, testing by colour_thief (on his personal Ti machine set to freeplay) has shown that it is very likely that this entire part of the system is exactly the same as TAP with one important difference: the combo multiplier table.<br />
<br />
The grade point formula is the same as TAP:<br />
'''Awarded Grade Points = ceil(Basic Amount x Combo Multiplier) x Level Multiplier'''<br />
<br />
The basic amount and decay rate is determined by your current grade, and it is exactly the same as TAP. For each new "TAP grade" you obtain, your grade gets a +1.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Internal Grade System'''<br />
|-<br />
!bgcolor="#BBBBBB" rowspan="2" |Internal <br>Grade<br />
!rowspan="2" |Displayed <br>Grade<br />
!bgcolor="#CC88FF" rowspan="2" |Decay <br>Rate<br />
!bgcolor="#BBBBBB" colspan="4"|Internal Grade Points awarded for:<br />
|-<br />
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris<br />
|- bgcolor="#EFEFEF" align = center<br />
| 0 || 9 || bgcolor="#CCBBFF"|125 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|40 || bgcolor="#FFD3AC"|50<br />
|- bgcolor="#D4D4D4" align = center<br />
| 1 || 8 || 80 || 10 || 20 || 30 || 40<br />
|- bgcolor="#EFEFEF" align = center<br />
| 2 || 7 || bgcolor="#CCBBFF"|80 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|30 || bgcolor="#FFD3AC"|40<br />
|- bgcolor="#D4D4D4" align = center<br />
| 3 || 6 || 50 || 10 || 15 || 30 || 40<br />
|- bgcolor="#EFEFEF" align = center<br />
| 4 || 5 || bgcolor="#CCBBFF"|45 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|15 || bgcolor="#FFFF88"|20 || bgcolor="#FFD3AC"|40<br />
|- bgcolor="#D4D4D4" align = center<br />
| 5 || 4 || 45 || 5 || 15 || 20 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 6 || 4 || 45 || 5 || 10 || 20 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 7 || 3 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 8 || 3 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 9 || 2 || 40 || 5 || 10 || 15 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 10 || 2 || 40 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 11 || 2 || 40 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 12 || 1 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 13 || 1 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 14 || 1 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 15 || S1 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 16 || S1 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 17 || S1 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 18 || S2 || bgcolor="#CCBBFF"|20 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 19 || S3 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 20 || S4 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 21 || S4 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 22 || S4 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 23 || S5 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 24 || S5 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 25 || S6 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 26 || S6 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 27 || S7 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 28 || S7 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 29 || S8 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 30 || S8 || bgcolor="#CCBBFF"|10 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 31 || S9 || 10 || 2 || 12 || 13 || 30<br />
|}<br />
<br />
<br />
The combo multiplier is different than TAP. If you look closely, you will notice it uses all the same columns as TAP, but given to different line clears. Most likely, TAP uses the exact table below but an "off-by-one" programming error reads the values in the wrong order. This sort of error is very easy to make when accessing two-dimensional information from a one-dimensional array, as is the case with the combo table.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Combo Multiplier'''<br />
|-<br />
!bgcolor="#BBBBBB" rowspan="2" |Combo <br>Size<br />
!bgcolor="#CC88FF" colspan="4"|Multiplier for:<br />
|-<br />
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris<br />
|-align = center<br />
| 1 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.0 || bgcolor="#FFFF88"|1.0 || bgcolor="#FFD3AC"|1.0 <br />
|-align = center<br />
| 2 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.2 || bgcolor="#FFFF88"|1.4 || bgcolor="#FFD3AC"|1.5 <br />
|-align = center<br />
| 3 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.2 || bgcolor="#FFFF88"|1.5 || bgcolor="#FFD3AC"|1.8 <br />
|-align = center<br />
| 4 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.6 || bgcolor="#FFD3AC"|2.0 <br />
|-align = center<br />
| 5 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.7 || bgcolor="#FFD3AC"|2.2 <br />
|-align = center<br />
| 6 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.8 || bgcolor="#FFD3AC"|2.3 <br />
|-align = center<br />
| 7 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.9 || bgcolor="#FFD3AC"|2.4 <br />
|-align = center<br />
| 8 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.5 || bgcolor="#FFFF88"|2.0 || bgcolor="#FFD3AC"|2.5 <br />
|-align = center<br />
| 9 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.5 || bgcolor="#FFFF88"|2.1 || bgcolor="#FFD3AC"|2.6 <br />
|-align = center<br />
| 10 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|2.0 || bgcolor="#FFFF88"|2.5 || bgcolor="#FFD3AC"|3.0 <br />
|} <br />
<br />
Finally, depending on the level, one of four level multipliers is applied to the awarded grade points. It is exactly the same as TAP.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Level Multiplier'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#CC88FF"|Multiplier<br />
|-align = center<br />
| bgcolor="#C4E8E8"|000-249 || bgcolor="#CCBBFF"|1<br />
|-align = center<br />
| bgcolor="#C4E8E8"|250-499 || bgcolor="#CCBBFF"|2 <br />
|-align = center<br />
| bgcolor="#C4E8E8"|500-749 || bgcolor="#CCBBFF"|3 <br />
|-align = center<br />
| bgcolor="#C4E8E8"|750-999 || bgcolor="#CCBBFF"|4 <br />
|}<br />
<br />
====Section COOL/REGRET System====<br />
<br />
This core grading system is supported by a new COOL/REGRET grading system. Ti will display COOL!! or REGRET! for many reasons, but only one of these reasons is important to the grading system. The types in question are the "section COOL," which is achieved when the player reaches level *70 of all sections from 0-899 in a certain amount of time, and the "section REGRET", which is given out when the player finishes a section beyond a certain amount of time.<br />
<br />
Getting a section COOL and finishing the section will result in a +1 modifier to the player's grade. It's important to note that the +1 modifier only takes effect if the section is finished, and that there is no section COOL in section 900-999. Though a section COOL is internally triggered at *70, it may be randomly displayed to the player anywhere from *80 to *90.<br />
<br />
Getting a section REGRET will result in a -1 modifier to the player's grade. A section REGRET will override a section COOL if both are received in the same section. If neither a COOL nor a REGRET are received in a section, no modifier is applied to the player's grade.<br />
<br />
The conditions for each section COOL and REGRET were recently discovered through reverse engineering, and are currently believed to be the following:<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Section COOL Conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#66BB55"|Section Time<br />
|-<br />
| bgcolor="#C4E8E8"|0-70 || bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-170 || bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-270 || bgcolor="#D7ECC6"|49:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-370 || bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-470 || bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-570 || bgcolor="#D7ECC6"|42:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-670 || bgcolor="#D7ECC6"|42:00 <br />
|-<br />
| bgcolor="#C4E8E8"|700-770 || bgcolor="#D7ECC6"|38:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-870 || bgcolor="#D7ECC6"|38:00<br />
|}<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Section REGRET Conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#FFA069"|Section Time<br />
|-<br />
| bgcolor="#C4E8E8"|0-99 || bgcolor="#FFD3AC"|1:30:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-199 || bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-299 || bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-399 || bgcolor="#FFD3AC"|1:08:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-499 || bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-599 || bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-699 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|700-799 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-899 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|900-999 || bgcolor="#FFD3AC"|50:00<br />
|}<br />
<br />
====Staff Roll Grading System====<br />
<br />
The staff roll is largely the same as in [[TGM2]], but the impact on the player's grade has been expanded greatly. Depending on whether it is the disappearing roll (where blocks disappear 5 seconds after they lock) or the invisible roll (where blocks disappear as soon as they lock), a grade modifier is put into place for the entirety of the roll. In total number of grades boosted (rounded down), these are the formulas used:<br />
<br />
'''Disappearing roll: 0.5 + (Tetrises x 0.1) + (Lines x 0.04)'''<br />
<br />
'''Invisible roll: 1.6 + (Tetrises x 0.6) + (Lines x 0.1)'''<br />
<br />
*The first value only applies if the roll is cleared.<br />
*Tetrises indicates the number of times 4 lines were cleared simultaneously.<br />
*Lines indicates the total number of lines cleared.<br />
*Though the result of the Invisible roll grade formula can go beyond 6, Grand Master is still the highest grade that can be achieved.<br />
<br />
Thus, the requirement for achieving Grand Master is to exhaust the potential of all three grading systems. More precisely, the requirements are to clear with S9, all sectional COOLs, no sectional REGRETs, and to perform very strongly during the staff roll.<br />
<br />
Additionally, the game will not award the GM grade until you have passed the GM promotional exam, which must be earned by multiple GM class performances within the past seven games logged under your initials.<br />
<br />
=== Shirase ===<br />
Shirase follows in the footsteps of TA Death in [[TAP]]. However, the immense speed difference is immediately apparent, and continues to increase throughout. Shirase mode does not stop at level 999 like in TA Death and Master mode, but continues to level 1300. Shirase also has other key features:<br />
<br />
If you reach 500 with a time greater than 2:28:00 (Classic) or 3:03:00 (World) [[Torikan|the game will stop]], and you are awarded the grade S5 (assuming no REGRET! deductions).<br />
<br />
From level 500 to 1000, a line of garbage identical to the bottom row will spawn at regular intervals.<br />
<br />
If you reach 1000 with a time greater than 4:56:00(Classic) or 6:06:00 (World) the game will stop, and you are awarded the grade S10 (assuming no REGRET! deductions).<br />
<br />
From level 1000 to 1300, every tetromino that spawns is made of monochrome [ ] blocks.<br />
<br />
Ichiro Mihara, creator of the series, has stated in his blog that levels beyond 1300 exist. Methods to reach such levels are yet unknown because the 1300 barrier has not yet been broken, even at the current record clear time of 4 minutes and 23 seconds.<br />
<br />
Grading is handled differently in Shirase mode. The game will award an S grade equivalent to the number of sections cleared; the highest grade being S13 for clearing level 1300. If the performance earns one or more "section time" REGRET! during play, the game will award an S grade lower than the number of sections cleared. REGRET! is announced if a section time exceeds 1 minute. Although there are other types of REGRET! confirmed, only the section time REGRET! appears to subtract from the player's grade.<br />
<br />
The secret ">" stacking challenge applies to Shirase mode also, despite a significant increase in difficulty due to its speed. Secret grades awarded in Shirase mode start at m grades instead of the usual S grades.<br />
<br />
The Shirase credit roll is a 20G, big tetromino challenge (all tetromino are twice their normal size).<br />
<br />
==== Speed Timings ====<br />
Gravity is fixed at 20G. <br>''Note: that these values have been deduced through observation of gameplay videos and may contain inaccuracies.''<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Delays'''<br />
! bgcolor="#80A3F8"|Level<br />
! bgcolor="#FFA069"|[[ARE]]<br>(frames)<br />
! bgcolor="#FFFF55"|[[DAS]]<br>(frames)<br />
! bgcolor="#CC88FF"|[[Drop|Lock]]<br>(frames)<br />
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)<br />
|-<br />
| bgcolor="#C4E8E8"|000 - 099 || bgcolor="#FFD3AC"|11 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|20 || bgcolor="#D7ECC6"|8<br />
|-<br />
| bgcolor="#C4E8E8"|100 - 199 || bgcolor="#FFD3AC"|11 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|5<br />
|-<br />
| bgcolor="#C4E8E8"|200 - 299 || bgcolor="#FFD3AC"|11 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|16 || bgcolor="#D7ECC6"|5<br />
|-<br />
| bgcolor="#C4E8E8"|300 - 499 || bgcolor="#FFD3AC"|6 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|13 || bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|500 - 599 || bgcolor="#FFD3AC"|5 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|600 - 999 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|11 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1000 - 1099 || bgcolor="#FFD3AC"|6 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|11 || bgcolor="#D7ECC6"|2<br />
|-<br />
| bgcolor="#C4E8E8"|1100 - 1199 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|11 || bgcolor="#D7ECC6"|2<br />
|-<br />
| bgcolor="#C4E8E8"|1200 - 1300 || bgcolor="#FFD3AC"|3 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"| 9 || bgcolor="#D7ECC6"|2<br />
|}<br />
<br />
== Scoring ==<br />
<br />
Score in this game is even less important than previous games. Your score is not shown until your game is finished, and it is apparently not used for the grading system or rankings. Nevertheless, the algorithm has changed since TAP, eliminating any effect from bravos and reducing the reward for sonic drops and speed. The equation is:<br />
<br />
'''Score = ((Level + Lines)/4 + Soft + Sonic) x Lines x Combo + (Level_After_Clear)/2 + Speed'''<br />
<br />
Where:<br />
*Level is the current level you are on.<br />
*Lines is the number of lines you just cleared. There is no bonus here for triples and tetrises.<br />
*(Level + Lines)/4 is rounded up.<br />
*(Level_After_Clear)/2 is rounded up. This is the only part of the equation where the level bonus for triples and tetrises makes a difference.<br />
*Soft is the cummulative number frames during which Down was held during the piece's active time. Note that this means manually locking pieces already on the ground will increase the Soft value by 1.<br />
*Sonic is the size of the single greatest sonic drop during the piece's active time. Note that this is non-cummulative.<br />
*If the previous piece cleared no lines, Combo is reset to 1. Otherwise and its Combo value is:<br />
*:'''Combo = (previous Combo value) + (2 x Lines) - 2'''<br />
*:Example: A double-triple-single combo will have combo values 3, 7, and 7 respectively.<br />
*Speed can be no less than 0, and otherwise equal to:<br />
*:'''Speed = Lock Delay - Active Time'''<br />
:Where, Lock Delay is the number of frames of lock delay given out for that particular level, and Active Time is the number of frames the piece was active (which is a minimum of 1).<br />
<br />
== COOLs and REGRETs ==<br />
<br />
When playing the game, certain text messages may momentarily show up below the playfield. Two of which, COOL!! and REGRET!, are known to appear when the player has fulfilled certain conditions.<br />
<br />
=== COOL!! ===<br />
COOL!! messages appear only in Master mode. There are currently 3 known triggers of the COOL!! message. They cannot be visually distinguished, but they each show up when different conditions are met.<br />
<br />
==== Tetris COOL ====<br />
A "Tetris COOL" appears when the player has made Tetrises in excess of a certain number of times. The required number is 3 times for 0-99, 6 times in 100-199, and 4 times for all subsequent sections. Tetrises that span across sections are not counted for the previous section or the new section. This means that for a Tetris to count towards a Tetris COOL, the player would need to make the move by level *93.<br />
<br />
A Tetris COOL can be triggered twice in the 0-99 section if the player makes 6 Tetrises, double the number required to get it once. In other sections it is practically impossible to make double the number of required Tetrises,and harmful for your grade to attempt. This is because the only way it can be done is to stack high at the previous level stop, and get quite a few Is in a row. Of course, stacking high at the level stop will only serve to earn you a section REGRET for the section you stack high on. Therefore the only level it makes sense to even attempt the double tetris cool is 0-99.<br />
<br />
==== Section COOL ====<br />
A "Section COOL" appears at around, but not exactly on, level *80 when the player has reached level *70 within a specific time. It may appear right before a piece spawn, or along with a line clear.<br />
<br />
It is strongly suspected that the player's grade is incremented by 1 when he triggers a section COOL, and then enters the next section. The grade increment occurs not when the COOL is triggered, but upon the section change following it. As an exception, a section COOL does not appear in the 900-999 section.<br />
<br />
==== Special COOL ====<br />
A "Special COOL" appears approximately two seconds after when the player performs certain moves:<br />
<br />
* 3 Tetrises in a row, one right after the other<br />
* 2 T-spins in a row, one right after the other<br />
* a T-spin Triple<br />
<br />
The T-spin conditions can stack up. Therefore, if the player makes a T-spin Triple immediately followed by a T-spin Single, he will get two COOLs in a row.<br />
<br />
=== REGRET! ===<br />
REGRET! messages appear to note a failing in the player's performance. There are 2 known kinds of REGRET! messages in the game. In addition to Master mode, REGRET!s can also show up in Shirase mode.<br />
<br />
==== Hole REGRET ====<br />
A "Hole REGRET" appears when the playfield is in a suboptimal state, namely with numerous holes and possibly steps in the landscape. It appears immediately after locking a piece, or clearing a line. It can happen multiple times per section.<br />
<br />
==== Section Time REGRET ====<br />
A Section Time REGRET appears when the player took longer than a set amount of time to get through a *00-*99 level section. Some examples are 1'30" for Master mode Lv. 0-100, and 1'00" for Shirase mode Lv. 0-100. The times are same for both Classic and World rule modes.<br />
<br />
=== Effects on Grading ===<br />
<br />
Section COOLs and REGRETs strongly affect the final grade. All other COOLs and REGRETs have no direct impact on the grade.<br />
<br />
{{Arika games}}<br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Sega_Rotation&diff=4187Sega Rotation2008-03-15T23:33:30Z<p>71.193.11.72: /* Basic rotation */</p>
<hr />
<div>'''Sega rotation''' is a [[rotation system]] that has been used by [[Sega Tetris|Sega's arcade version of ''Tetris'']] and its successors.<br />
<br />
== Colors ==<br />
Games using TGM/Sega rotation generally uses the following color scheme:<br />
<br />
{|<br />
|-<br />
|I: red<br />
|{{pfstart}}<br />
{{pfrow| | | |Z|Z|Z|Z| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfend}}<br />
|-<br />
|J: blue<br />
|{{pfstart}}<br />
{{pfrow| | | |J|J|J| | | | }}<br />
{{pfrow| | | | | |J| | | | }}<br />
{{pfend}}<br />
|-<br />
|L: orange<br />
|{{pfstart}}<br />
{{pfrow| | | |L|L|L| | | | }}<br />
{{pfrow| | | |L| | | | | | }}<br />
{{pfend}}<br />
|-<br />
|O: yellow<br />
|{{pfstart}}<br />
{{pfrow| | | | |O|O| | | | }}<br />
{{pfrow| | | | |O|O| | | | }}<br />
{{pfend}}<br />
|-<br />
|S: magenta<br />
|{{pfstart}}<br />
{{pfrow| | | | |T|T| | | | }}<br />
{{pfrow| | | |T|T| | | | | }}<br />
{{pfend}}<br />
|-<br />
|T: cyan<br />
|{{pfstart}}<br />
{{pfrow| | | |I|I|I| | | | }}<br />
{{pfrow| | | | |I| | | | | }}<br />
{{pfend}}<br />
|-<br />
|Z: green<br />
|{{pfstart}}<br />
{{pfrow| | | |S|S| | | | | }}<br />
{{pfrow| | | | |S|S| | | | }}<br />
{{pfend}}<br />
|}<br />
<br />
== Basic rotation ==<br />
[[Image:ARS-pieces.png|thumb|All rotation states of all seven tetrominoes. From top to bottom: I, J, L, S, T, Z. Top right: O.]]<br />
<br />
Tetrominoes start out centered, rounding to the left. I goes in columns 3&ndash;6 counting from the left, O in columns 4&ndash;5, and others in columns 4&ndash;6. Each tetromino starts with its topmost solid block in row 20 (or 22 in ''TGM ACE'').<br />
Each tetromino is ordinarily spawned flat side up. There is no initial rotation, and no wallkicks. Additionally, the ceiling blocks rotation.<br />
<br />
Apart from I and O, all tetrominoes rotate such that the bottom of the tetromino is at the bottom of the piece's bounding box. S and Z rotate between two states so that the center column stays constant. O does not rotate; I rotates between two states as depicted in the illustration.<br />
<br />
The differences between Sega rotation and [[Nintendo Rotation System]] are that the flat-side-down states of J, L, and T are pushed down by one space, that S and Z round in different directions, that I rounds differently from the other pieces, and that I requires more space under it to rotate to a vertical orientation.<br />
<br />
Sega rotation originally used no [[wall kick]]s. [[Arika]] took Sega rotation, added mild wall kicks and initial rotation, and ended up with [[TGM Rotation]], or Arika Rotation System. In addition to the TGM series, most arcade games developed in Japan before the guideline followed the Sega rotation rules with varying degrees of wall kicks, such as [[Flash Point]], [[Bloxeed]], [[Sega Tetris]], and the [[Tetris Plus]] series.<br />
<br />
== References ==<br />
*[http://www13.plala.or.jp/TETRiS_TGM/kouza/index.htm TGM rotations, in Japanese]<br />
<br />
[[Category:Rotation Systems]]</div>71.193.11.72http://tetris.wiki/index.php?title=Tetris_The_Grand_Master_3_Terror-Instinct&diff=5519Tetris The Grand Master 3 Terror-Instinct2008-03-15T23:24:09Z<p>71.193.11.72: /* Staff Roll Grading System */</p>
<hr />
<div>{{Infobox |title = Tetris The Grand Master 3 Terror-Instinct<br />
|developer = ARIKA<br />
|publisher = TAITO<br />
|released = March, 2005<br />
|platform = Arcade, Type-X platform<br />
|preview = 3<br />
|hold = Yes, with IHS<br />
|hard = Classic rule: Sonic Drop<br>World rule: Sonic Lock<br />
|SRS = Classic rule: TGM style wallkick<br>World rule: Symmetry SRS<br />
}}<br />
'''''Tetris The Grand Master 3 Terror-Instinct''''', abbreviated '''TGM3''' or '''Ti''', is a ''Tetris'' [[game]] from [[Arika]], part of the [[TGM series]].<br />
<br />
== Difference from past games in the series ==<br />
The grading system has undergone significant changes from previous games. The most notable change is the removal of an in-game score and grade display; they are only displayed after the end of the game, much like the secret grade in previous games.<br />
<br />
== Level Bonuses ==<br />
Unlike in [[TGM]], [[TGM2]], and [[TAP]], TGM3 advances the level further for a 3 or 4 [[line clear]]: [http://www.tetrisconcept.com/forum/viewtopic.php?p=3511#3511]<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Level Bonuses'''<br />
! bgcolor="#CC88FF"|Lines cleared<br />
! bgcolor="#BBBBBB"|Level advance<br>in older games<br />
! Level advance<br>in TGM3<br />
|-<br />
| bgcolor="#80A3F8"|1 (single) || bgcolor="#C4E8E8"|1 || bgcolor="#C4E8E8"|1<br />
|-<br />
| bgcolor="#66BB55"|2 (double) || bgcolor="#D7ECC6"|2 || bgcolor="#D7ECC6"|2<br />
|-<br />
| bgcolor="#FFFF55"|3 (triple) || bgcolor="#FFFF88"|3 || bgcolor="#FFFF88"|4<br />
|-<br />
| bgcolor="#FFA069"|4 (tetris) || bgcolor="#FFD3AC"|4 || bgcolor="#FFD3AC"|6<br />
|}<br />
<br />
== Game Modes ==<br />
<br />
=== Easy ===<br />
Easy mode has many similarities with Normal mode in [[TGM2]]. It is designed to bring less experienced players into the game who may be intimidated by the high speeds and steep learning curve of Master mode and Shirase mode. During play, the game displays a guide, depicted by a hollow frame, designed to give players suggestions on where to place the active tetromino.<br />
<br />
The game also shows animations of fireworks every time a line is cleared. The total number of firework shots ("Hanabi") during play is given at the end of the game, creating a "game within a game," where the objective is to attain the highest number of fireworks possible. The number of fireworks can increase with higher line clears, combos (multiple consecutive line clears), and T-Spin line clears.<br />
<br />
Easy mode is cleared by simply reaching level 200. Play continues during the credit roll in 20G, with a boost in the number of fireworks shown.<br />
<br />
=== Sakura ===<br />
Sakura mode replicates the gameplay of [[Tetris with Cardcaptor Sakura Eternal Heart]]. The mode's objective is not to clear lines but to clear every jeweled block in each stage as quickly as possible, similar to Flash Point. There are 20 stages, and 7 EX stages, each progressively more difficult to clear efficiently. Some stages feature handicaps such as the regular flipping of the playing field from left to right or the periodic invisibility of non-jewel blocks. The hold box is cleared between stages, therefore; it is not possible to hold a desired tetromino for the following stage.<br />
<br />
Score is not recorded as the mode is purely a time attack exercise. The player has a time limit in which to complete the whole mode. Beginning at 3 minutes, a time bonus is given for quickly clearing a stage.<br />
<br />
=== Master ===<br />
Master in TGM3 behaves very much like its predecessor in [[TGM2]]. Notable differences include the addition of a hold piece, a 3 piece preview, and new wallkicks for T and I tetrominos. At first, these additions may make TGM3's Master mode appear easier than in [[TGM2]]. This illusion, however, is soon dispelled by a huge increase in speed, which will cause all but the most experienced of players to struggle at later levels. Unlike previous games, the rate at which the speed increases is variable, and changes according to how well the player is doing. For instance, depending on the player, the game may enter 20G as early as level 300 or as late as level 500. Master mode will stop at level 500 with no credit roll if the timer has exceeded 7 minutes (except during qualification exams where it will continue to 999 as normal).<br />
<br />
As mentioned earlier, the player's grade is not displayed during the game but after the game has ended. The invisible challenge during the credit roll is back in TGM3, but unlike [[TGM2]], surviving it does not necessarily lead to a GM (Grand Master) grade. The GM grade was attained by the Japanese player 'jin8' on July 28, 2007 and 'KAN' on Dec 27, 2007. They are currently the only players in the world to have achieved GM. Many players had previously believed that the GM grade could not be obtained through standard play.<br />
<br />
The Secret Grade GM is awarded for the [[Tetromino art#Greater than|secret ">" stacking challenge]] in the same fashion as previous games in the series.<br />
<br />
==== Grade Recognition System ====<br />
<br />
9 -> 1, S1 -> S9, m1 -> m9, Master, MasterK, MasterV, MasterO, MasterM, GrandMaster<br />
<br />
There are three independent systems that work together to produce the final grade. The first system is just like TAP, with internal grade points reaching 100 to advance to the next internal grade. Just like TAP's 9 -> S9, there are 18 grades this system can produce. In fact, testing by colour_thief (on his personal Ti machine set to freeplay) has shown that it is very likely that this entire part of the system is exactly the same as TAP with one important difference: the combo multiplier table.<br />
<br />
The grade point formula is the same as TAP:<br />
'''Awarded Grade Points = ceil(Basic Amount x Combo Multiplier) x Level Multiplier'''<br />
<br />
The basic amount and decay rate is determined by your current grade, and it is exactly the same as TAP. For each new "TAP grade" you obtain, your grade gets a +1.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Internal Grade System'''<br />
|-<br />
!bgcolor="#BBBBBB" rowspan="2" |Internal <br>Grade<br />
!rowspan="2" |Displayed <br>Grade<br />
!bgcolor="#CC88FF" rowspan="2" |Decay <br>Rate<br />
!bgcolor="#BBBBBB" colspan="4"|Internal Grade Points awarded for:<br />
|-<br />
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris<br />
|- bgcolor="#EFEFEF" align = center<br />
| 0 || 9 || bgcolor="#CCBBFF"|125 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|40 || bgcolor="#FFD3AC"|50<br />
|- bgcolor="#D4D4D4" align = center<br />
| 1 || 8 || 80 || 10 || 20 || 30 || 40<br />
|- bgcolor="#EFEFEF" align = center<br />
| 2 || 7 || bgcolor="#CCBBFF"|80 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|30 || bgcolor="#FFD3AC"|40<br />
|- bgcolor="#D4D4D4" align = center<br />
| 3 || 6 || 50 || 10 || 15 || 30 || 40<br />
|- bgcolor="#EFEFEF" align = center<br />
| 4 || 5 || bgcolor="#CCBBFF"|45 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|15 || bgcolor="#FFFF88"|20 || bgcolor="#FFD3AC"|40<br />
|- bgcolor="#D4D4D4" align = center<br />
| 5 || 4 || 45 || 5 || 15 || 20 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 6 || 4 || 45 || 5 || 10 || 20 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 7 || 3 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 8 || 3 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 9 || 2 || 40 || 5 || 10 || 15 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 10 || 2 || 40 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 11 || 2 || 40 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 12 || 1 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 13 || 1 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 14 || 1 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 15 || S1 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 16 || S1 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 17 || S1 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 18 || S2 || bgcolor="#CCBBFF"|20 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 19 || S3 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 20 || S4 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 21 || S4 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 22 || S4 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 23 || S5 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 24 || S5 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 25 || S6 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 26 || S6 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 27 || S7 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 28 || S7 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 29 || S8 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 30 || S8 || bgcolor="#CCBBFF"|10 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 31 || S9 || 10 || 2 || 12 || 13 || 30<br />
|}<br />
<br />
<br />
The combo multiplier is different than TAP. If you look closely, you will notice it uses all the same columns as TAP, but given to different line clears. Most likely, TAP uses the exact table below but an "off-by-one" programming error reads the values in the wrong order. This sort of error is very easy to make when accessing two-dimensional information from a one-dimensional array, as is the case with the combo table.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Combo Multiplier'''<br />
|-<br />
!bgcolor="#BBBBBB" rowspan="2" |Combo <br>Size<br />
!bgcolor="#CC88FF" colspan="4"|Multiplier for:<br />
|-<br />
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris<br />
|-align = center<br />
| 1 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.0 || bgcolor="#FFFF88"|1.0 || bgcolor="#FFD3AC"|1.0 <br />
|-align = center<br />
| 2 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.2 || bgcolor="#FFFF88"|1.4 || bgcolor="#FFD3AC"|1.5 <br />
|-align = center<br />
| 3 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.2 || bgcolor="#FFFF88"|1.5 || bgcolor="#FFD3AC"|1.8 <br />
|-align = center<br />
| 4 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.6 || bgcolor="#FFD3AC"|2.0 <br />
|-align = center<br />
| 5 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.7 || bgcolor="#FFD3AC"|2.2 <br />
|-align = center<br />
| 6 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.8 || bgcolor="#FFD3AC"|2.3 <br />
|-align = center<br />
| 7 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.9 || bgcolor="#FFD3AC"|2.4 <br />
|-align = center<br />
| 8 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.5 || bgcolor="#FFFF88"|2.0 || bgcolor="#FFD3AC"|2.5 <br />
|-align = center<br />
| 9 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.5 || bgcolor="#FFFF88"|2.1 || bgcolor="#FFD3AC"|2.6 <br />
|-align = center<br />
| 10 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|2.0 || bgcolor="#FFFF88"|2.5 || bgcolor="#FFD3AC"|3.0 <br />
|} <br />
<br />
Finally, depending on the level, one of four level multipliers is applied to the awarded grade points. It is exactly the same as TAP.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Level Multiplier'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#CC88FF"|Multiplier<br />
|-align = center<br />
| bgcolor="#C4E8E8"|000-249 || bgcolor="#CCBBFF"|1<br />
|-align = center<br />
| bgcolor="#C4E8E8"|250-499 || bgcolor="#CCBBFF"|2 <br />
|-align = center<br />
| bgcolor="#C4E8E8"|500-749 || bgcolor="#CCBBFF"|3 <br />
|-align = center<br />
| bgcolor="#C4E8E8"|750-999 || bgcolor="#CCBBFF"|4 <br />
|}<br />
<br />
====Section COOL/REGRET System====<br />
<br />
This core grading system is supported by a new COOL/REGRET grading system. Ti will display COOL!! or REGRET! for many reasons, but only one of these reasons is important to the grading system. The types in question are the "section COOL," which is achieved when the player reaches level *70 of all sections from 0-899 in a certain amount of time, and the "section REGRET", which is given out when the player finishes a section beyond a certain amount of time.<br />
<br />
Getting a section COOL and finishing the section will result in a +1 modifier to the player's grade. It's important to note that the +1 modifier only takes effect if the section is finished, and that there is no section COOL in section 900-999. Though a section COOL is internally triggered at *70, it may be randomly displayed to the player anywhere from *80 to *90.<br />
<br />
Getting a section REGRET will result in a -1 modifier to the player's grade. A section REGRET will override a section COOL if both are received in the same section. If neither a COOL nor a REGRET are received in a section, no modifier is applied to the player's grade.<br />
<br />
The conditions for each section COOL and REGRET were recently discovered through reverse engineering, and are currently believed to be the following:<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Section COOL Conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#66BB55"|Section Time<br />
|-<br />
| bgcolor="#C4E8E8"|0-70 || bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-170 || bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-270 || bgcolor="#D7ECC6"|49:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-370 || bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-470 || bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-570 || bgcolor="#D7ECC6"|42:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-670 || bgcolor="#D7ECC6"|42:00 <br />
|-<br />
| bgcolor="#C4E8E8"|700-770 || bgcolor="#D7ECC6"|38:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-870 || bgcolor="#D7ECC6"|38:00<br />
|}<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Section REGRET Conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#FFA069"|Section Time<br />
|-<br />
| bgcolor="#C4E8E8"|0-99 || bgcolor="#FFD3AC"|1:30:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-199 || bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-299 || bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-399 || bgcolor="#FFD3AC"|1:08:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-499 || bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-599 || bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-699 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|700-799 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-899 || bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|900-999 || bgcolor="#FFD3AC"|50:00<br />
|}<br />
<br />
====Staff Roll Grading System====<br />
<br />
The staff roll is largely the same as in [[TGM2]], but the impact on the player's grade has been expanded greatly. Depending on whether it is the disappearing roll (where blocks disappear 5 seconds after they lock) or the invisible roll (where blocks disappear as soon as they lock), a grade modifier is put into place for the entirety of the roll. In total number of grades boosted (rounded down), these are the formulas used:<br />
<br />
'''Disappearing roll: 0.5 + (Tetrises x 0.1) + (Lines x 0.04)'''<br />
<br />
'''Invisible roll: 1.6 + (Tetrises x 0.6) + (Lines x 0.1)'''<br />
<br />
*The first value only applies if the roll is cleared.<br />
*Tetrises indicates the number of times 4 lines were cleared simultaneously.<br />
*Lines indicates the total number of lines cleared.<br />
*Though the result of the Invisible roll grade formula can go beyond 6, Grand Master is still the highest grade that can be achieved.<br />
<br />
Thus, the requirement for achieving Grand Master is to exhaust the potential of all three grading systems. More precisely, the requirements are to clear with S9, all sectional COOLs, no sectional REGRETs, and to perform very strongly during the staff roll.<br />
<br />
Additionally, the game will not award the GM grade until you have passed the GM promotional exam, which must be earned by multiple GM class performances within the past seven games logged under your initials.<br />
<br />
=== Shirase ===<br />
Shirase follows in the footsteps of TA Death in [[TAP]]. However, the immense speed difference is immediately apparent, and continues to increase throughout. Shirase mode does not stop at level 999 like in TA Death and Master mode, but continues to level 1300. Shirase also has other key features:<br />
<br />
If you reach 500 with a time greater than 2:28:00 (Classic) or 3:03:00 (World) [[Torikan|the game will stop]], and you are awarded the grade S5 (assuming no REGRET! deductions).<br />
<br />
From level 500 to 1000, a line of garbage identical to the bottom row will spawn at regular intervals.<br />
<br />
If you reach 1000 with a time greater than 4:56:00(Classic) or 6:06:00 (World) the game will stop, and you are awarded the grade S10 (assuming no REGRET! deductions).<br />
<br />
From level 1000 to 1300, every tetromino that spawns is made of monochrome [ ] blocks.<br />
<br />
Ichiro Mihara, creator of the series, has stated in his blog that levels beyond 1300 exist. Methods to reach such levels are yet unknown because the 1300 barrier has not yet been broken, even at the current record clear time of 4 minutes and 23 seconds.<br />
<br />
Grading is handled differently in Shirase mode. The game will award an S grade equivalent to the number of sections cleared; the highest grade being S13 for clearing level 1300. If the performance earns one or more "section time" REGRET! during play, the game will award an S grade lower than the number of sections cleared. REGRET! is announced if a section time exceeds 1 minute. Although there are other types of REGRET! confirmed, only the section time REGRET! appears to subtract from the player's grade.<br />
<br />
The secret ">" stacking challenge applies to Shirase mode also, despite a significant increase in difficulty due to its speed. Secret grades awarded in Shirase mode start at m grades instead of the usual S grades.<br />
<br />
The Shirase credit roll is a 20G, big tetromino challenge (all tetromino are twice their normal size).<br />
<br />
==== Speed Timings ====<br />
Gravity is fixed at 20G. <br>''Note: that these values have been deduced through observation of gameplay videos and may contain inaccuracies.''<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Delays'''<br />
! bgcolor="#80A3F8"|Level<br />
! bgcolor="#FFA069"|[[ARE]]<br>(frames)<br />
! bgcolor="#FFFF55"|[[DAS]]<br>(frames)<br />
! bgcolor="#CC88FF"|[[Drop|Lock]]<br>(frames)<br />
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)<br />
|-<br />
| bgcolor="#C4E8E8"|000 - 099 || bgcolor="#FFD3AC"|11 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|20 || bgcolor="#D7ECC6"|8<br />
|-<br />
| bgcolor="#C4E8E8"|100 - 199 || bgcolor="#FFD3AC"|11 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|5<br />
|-<br />
| bgcolor="#C4E8E8"|200 - 299 || bgcolor="#FFD3AC"|11 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|16 || bgcolor="#D7ECC6"|5<br />
|-<br />
| bgcolor="#C4E8E8"|300 - 499 || bgcolor="#FFD3AC"|6 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|13 || bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|500 - 599 || bgcolor="#FFD3AC"|5 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|600 - 999 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|11 || bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1000 - 1099 || bgcolor="#FFD3AC"|6 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|11 || bgcolor="#D7ECC6"|2<br />
|-<br />
| bgcolor="#C4E8E8"|1100 - 1199 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"|11 || bgcolor="#D7ECC6"|2<br />
|-<br />
| bgcolor="#C4E8E8"|1200 - 1300 || bgcolor="#FFD3AC"|3 || bgcolor="#FFFF88"| || bgcolor="#CCBBFF"| 9 || bgcolor="#D7ECC6"|2<br />
|}<br />
<br />
== Scoring ==<br />
<br />
Score in this game is even less important than previous games. Your score is not shown until your game is finished, and it is apparently not used for the grading system or rankings. Nevertheless, the algorithm has changed since TAP, eliminating any effect from bravos and reducing the reward for sonic drops and speed. The equation is:<br />
<br />
'''Score = ((Level + Lines)/4 + Soft + Sonic) x Lines x Combo + (Level_After_Clear)/2 + Speed'''<br />
<br />
Where:<br />
*Level is the current level you are on.<br />
*Lines is the number of lines you just cleared. There is no bonus here for triples and tetrises.<br />
*(Level + Lines)/4 is rounded up.<br />
*(Level_After_Clear)/2 is rounded up. This is the only part of the equation where the level bonus for triples and tetrises makes a difference.<br />
*Soft is the cummulative number frames during which Down was held during the piece's active time. Note that this means manually locking pieces already on the ground will increase the Soft value by 1.<br />
*Sonic is the size of the single greatest sonic drop during the piece's active time. Note that this is non-cummulative.<br />
*If the previous piece cleared no lines, Combo is reset to 1. Otherwise and its Combo value is:<br />
*:'''Combo = (previous Combo value) + (2 x Lines) - 2'''<br />
*:Example: A double-triple-single combo will have combo values 3, 7, and 7 respectively.<br />
*Speed can be no less than 0, and otherwise equal to:<br />
*:'''Speed = Lock Delay - Active Time'''<br />
:Where, Lock Delay is the number of frames of lock delay given out for that particular level, and Active Time is the number of frames the piece was active (which is a minimum of 1).<br />
<br />
== COOLs and REGRETs ==<br />
<br />
When playing the game, certain text messages may momentarily show up below the playfield. Two of which, COOL!! and REGRET!, are known to appear when the player has fulfilled certain conditions.<br />
<br />
=== COOL!! ===<br />
COOL!! messages appear only in Master mode. There are currently 3 known triggers of the COOL!! message. They cannot be visually distinguished, but they each show up when different conditions are met.<br />
<br />
==== Tetris COOL ====<br />
A "Tetris COOL" appears when the player has made Tetrises in excess of a certain number of times. The required number is 3 times for 0-99, 6 times in 100-199, and 4 times for all subsequent sections. Tetrises that span across sections are not counted for the previous section or the new section. This means that for a Tetris to count towards a Tetris COOL, the player would need to make the move by level *93.<br />
<br />
A Tetris COOL can be triggered twice in the 0-99 section if the player makes 6 Tetrises, double the number required to get it once. In other sections it is practically impossible to make double the number of required Tetrises.<br />
<br />
==== Section COOL ====<br />
A "Section COOL" appears at around, but not exactly on, level *80 when the player has reached level *70 within a specific time. It may appear right before a piece spawn, or along with a line clear.<br />
<br />
It is strongly suspected that the player's grade is incremented by 1 when he triggers a section COOL, and then enters the next section. The grade increment occurs not when the COOL is triggered, but upon the section change following it. As an exception, a section COOL does not appear in the 900-999 section.<br />
<br />
==== Special COOL ====<br />
A "Special COOL" appears approximately two seconds after when the player performs certain moves:<br />
<br />
* 3 Tetrises in a row, one right after the other<br />
* 2 T-spins in a row, one right after the other<br />
* a T-spin Triple<br />
<br />
The T-spin conditions can stack up. Therefore, if the player makes a T-spin Triple immediately followed by a T-spin Single, he will get two COOLs in a row.<br />
<br />
=== REGRET! ===<br />
REGRET! messages appear to note a failing in the player's performance. There are 2 known kinds of REGRET! messages in the game. In addition to Master mode, REGRET!s can also show up in Shirase mode.<br />
<br />
==== Hole REGRET ====<br />
A "Hole REGRET" appears when the playfield is in a suboptimal state, namely with numerous holes and possibly steps in the landscape. It appears immediately after locking a piece, or clearing a line. It can happen multiple times per section.<br />
<br />
==== Section Time REGRET ====<br />
A Section Time REGRET appears when the player took longer than a set amount of time to get through a *00-*99 level section. Some examples are 1'30" for Master mode Lv. 0-100, and 1'00" for Shirase mode Lv. 0-100. The times are same for both Classic and World rule modes.<br />
<br />
=== Effects on Grading ===<br />
<br />
Section COOLs and REGRETs strongly affect the final grade. All other COOLs and REGRETs have no direct impact on the grade.<br />
<br />
{{Arika games}}<br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Super_Tetris&diff=5186Super Tetris2008-03-11T21:19:02Z<p>71.193.11.72: </p>
<hr />
<div>{{infobox|title=Super Tetris<br />
|developer=N/A<br />
|publisher=Spectrum Holobyte<br />
|SRS=<br />
|playfield=10w x 14h<br />
|hold=No<br />
|hard=No<br />
|preview=1<br />
|platform=PC<br />
|released=1991<br />
|boxart=<br />
|title-scrn=<br />
|ingame-scrn=<br />
}}<br />
<br />
<br />
*lock delay: no; wall kick: no; rotation: J, L, T bounding box and S, Z, I 2-state, counterclockwise only<br />
<br />
*The upper field, with a white background, a normal tetris playfield, is 10w X 14h. The lower playfield, wih a black background, and a preset garbage pattern, is 10 wide and ha sa height dependent on the level. At most 28 rows are visible on screen at once, and the field will scroll down to follow a falling piece or bomb if needed.<br />
<br />
*The player starts with 50 [[tetromino]]es and, as in [[Bombliss]], loses one tetromino for each tetromino that drops.<br />
*Clearing 1, 2, 3, or 4 lines adds two tetrominoes per line cleared and inserts a rectangular piece containing 2, 4, 8, or 12 bombs before the next piece. Since more blocks are always removed then replaced, the player will run out of tetrominoes unless they keep clearing lines in the lower field, or collection powerup blocks.<br />
*The player can shift and rotate the bombs as they fall.<br />
<br />
*The object is to clear all garbage from the lower field. There are about 3 or 4 preset patterns randomly chosen from for each level, and each one forms a low resolution picture.<br />
<br />
*Clearing a line below the center of the playfield causes the blocks below it to move up.<br />
*Once the solid floor reaches the center line, the screen is cleared with a bonus for remaining tetrominoes, and then a "bonus for low puzzle" like that of ''[[Klax]]'', and the next screen is loaded. Any bombs from the line clear are dropped on the next level, and the current "next piece" is maintained.<br />
<br />
*It is possible to completely clear a using bombs. If this is done, the lines below move up, or the lines above move down, just as with a normal line clear. <br />
<br />
*There are power-ups in the preset garbage.<br />
<br />
*They must be activated with a bomb; [[line clear|clearing a line]] containing a power-up will destroy it.<br />
<br />
*The "5", "10", and "15" power-ups add tetrominoes.<br />
*The "detonator" powerup destroys the blocks adjacent to it.<br />
*The "bomb" powerup transforms your next tetromino into bombs.<br />
*The "bubble" powerup clears all blocks above it in the lower playfield.<br />
*The "lightning" powerup clears the line containing it.<br />
*The "box" powerup fills in all blocks above it in the lower playfield.<br />
*The "line" powerup summons an I piece that drops before the current "next piece".<br />
<br />
*Most decent players will have little difficulty until level 8. The lack of lock delay and wallkicks makes the highest two difficulty levels (9 and 10) extremely challenging.<br />
<br />
*DAS is unusually fast for a game of this age, and is not dependent on keyboard repeat. It is not nearly as fast as a TGM series game though. It is also impossible to tap faster than the DAS, or rotate faster than the auto repeat rotate rate. Also, the delay for auto shift and auto rotate is very small.<br />
<br />
*This game gives you the most unusual ability to drop a piece one square diagonally down, by pressing 1 or 3 on the numeric keypad, or z or c on the "qweasdzxc" matrix. This is most useful to tag an otherwise unreachable powerup with a single bomb, though it can also slip a piece into an otherwise impossible position. <br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Super_Tetris&diff=5185Super Tetris2008-03-11T21:16:47Z<p>71.193.11.72: </p>
<hr />
<div>{{infobox|title=Super Tetris<br />
|developer=N/A<br />
|publisher=Spectrum Holobyte<br />
|SRS=<br />
|playfield=10w x 14h<br />
|hold=No<br />
|hard=No<br />
|preview=1<br />
|platform=PC<br />
|released=1991<br />
|boxart=<br />
|title-scrn=<br />
|ingame-scrn=<br />
}}<br />
<br />
<br />
*lock delay: no; wall kick: no; rotation: J, L, T bounding box and S, Z, I 2-state, counterclockwise only<br />
<br />
The upper field, with a white background, a normal tetris playfield, is 10wX14h. The lower playfield, wih a black background, and a preset garbage pattern, is also 10 wide, an d a varying height dependent on level.<br />
<br />
*The player starts with 50 [[tetromino]]es and, as in [[Bombliss]], loses one tetromino for each tetromino that drops.<br />
*Clearing 1, 2, 3, or 4 lines adds two tetrominoes per line cleared and inserts a rectangular piece containing 2, 4, 8, or 12 bombs before the next piece. Since more blocks are always removed then replaced, the player will run out of tetrominoes unless they keep clearing lines in the lower field, or collection powerup blocks.<br />
*The player can shift and rotate the bombs as they fall.<br />
<br />
*The object is to clear all garbage from the lower field. There are about 3 or 4 preset patterns randomly chosen from for each level, and each one forms a low resolution picture.<br />
<br />
*Clearing a line below the center of the playfield causes the blocks below it to move up.<br />
*Once the solid floor reaches the center line, the screen is cleared with a bonus for remaining tetrominoes, and then a "bonus for low puzzle" like that of ''[[Klax]]'', and the next screen is loaded. Any bombs from the line clear are dropped on the next level, and the current "next piece" is maintained.<br />
<br />
*It is possible to completely clear a using bombs. If this is done, the lines below move up, or the lines above move down, just as with a normal line clear. <br />
<br />
*There are power-ups in the preset garbage.<br />
<br />
*They must be activated with a bomb; [[line clear|clearing a line]] containing a power-up will destroy it.<br />
<br />
*The "5", "10", and "15" power-ups add tetrominoes.<br />
*The "detonator" powerup destroys the blocks adjacent to it.<br />
*The "bomb" powerup transforms your next tetromino into bombs.<br />
*The "bubble" powerup clears all blocks above it in the lower playfield.<br />
*The "lightning" powerup clears the line containing it.<br />
*The "box" powerup fills in all blocks above it in the lower playfield.<br />
*The "line" powerup summons an I piece that drops before the current "next piece".<br />
<br />
*Most decent players will have little difficulty until level 8. The lack of lock delay and wallkicks makes the highest two difficulty levels (9 and 10) extremely challenging.<br />
<br />
*DAS is unusually fast for a game of this age, and is not dependent on keyboard repeat. It is not nearly as fast as a TGM series game though. It is also impossible to tap faster than the DAS, or rotate faster than the auto repeat rotate rate. Also, the delay for auto shift and auto rotate is very small.<br />
<br />
*This game gives you the most unusual ability to drop a piece one square diagonally down, by pressing 1 or 3 on the numeric keypad, or z or c on the "qweasdzxc" matrix. This is most useful to tag an otherwise unreachable powerup with a single bomb, though it can also slip a piece into an otherwise impossible position. <br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Super_Tetris&diff=5184Super Tetris2008-03-11T21:05:17Z<p>71.193.11.72: </p>
<hr />
<div>{{infobox|title=Super Tetris<br />
|developer=N/A<br />
|publisher=Spectrum Holobyte<br />
|SRS=<br />
|playfield=10w x 28<br />
|hold=No<br />
|hard=No<br />
|preview=1<br />
|platform=PC<br />
|released=1991<br />
|boxart=<br />
|title-scrn=<br />
|ingame-scrn=<br />
}}<br />
<br />
<br />
*lock delay: no; wall kick: no; rotation: J, L, T bounding box and S, Z, I 2-state, counterclockwise only<br />
<br />
*The player starts with 50 [[tetromino]]es and, as in [[Bombliss]], loses one tetromino for each tetromino that drops.<br />
*Clearing 1, 2, 3, or 4 lines adds two tetrominoes per line cleared and inserts a rectangular piece containing 2, 4, 8, or 12 bombs before the next piece. Since more blocks are always removed then replaced, the player will run out of tetrominoes unless they keep clearing lines in the lower field, or collection powerup blocks.<br />
*The player can shift and rotate the bombs as they fall.<br />
<br />
*The object is to clear garbage. There are about 3 or 4 preset patterns randomly chosen from for each level.<br />
<br />
*Clearing a line below the center of the playfield causes the blocks below it to move up.<br />
*Once the solid floor reaches the center line, the screen is cleared with a bonus for remaining tetrominoes, and then a "bonus for low puzzle" like that of ''[[Klax]]'', and the next screen is loaded. Any bombs from the line clear are dropped on the next level, and the current "next piece" is maintained.<br />
<br />
*It is possible to completely clear a using bombs. If this is done, the lines below move up, or the lines above move down, just as with a normal line clear. <br />
<br />
*There are power-ups in the preset garbage.<br />
<br />
*They must be activated with a bomb; [[line clear|clearing a line]] containing a power-up will destroy it.<br />
<br />
*The "5", "10", and "15" power-ups add tetrominoes.<br />
*The "detonator" powerup destroys the blocks adjacent to it.<br />
*The "bomb" powerup transforms your next tetromino into bombs.<br />
*The "bubble" powerup clears all blocks above it in the lower playfield.<br />
*The "lightning" powerup clears the line containing it.<br />
*The "box" powerup fills in all blocks above it in the lower playfield.<br />
*The "line" powerup summons an I piece that drops before the current "next piece".<br />
<br />
*Most decent players will have little difficulty until level 8. The lack of lock delay and wallkicks makes the highest two difficulty levels (9 and 10) extremely challenging.<br />
<br />
*DAS is unusually fast for a game of this age, and is not dependent on keyboard repeat. It is not nearly as fast as a TGM series game though. It is also impossible to tap faster than the DAS, or rotate faster than the auto repeat rotate rate. Also, the delay for auto shift and auto rotate is very small.<br />
<br />
*This game gives you the most unusual ability to drop a piece one square diagonally down, by pressing 1 or 3 on the numeric keypad, or z or c on the "qweasdzxc" matrix. This is most useful to tag an otherwise unreachable powerup with a single bomb, though it can also slip a piece into an otherwise impossible position. <br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Super_Tetris&diff=5181Super Tetris2008-03-09T01:30:40Z<p>71.193.11.72: </p>
<hr />
<div>'''''Super Tetris''''' was published by Spectrum Holobyte on PC.<br />
<br />
next: 1; playfield: 10w by really tall; lock delay: no; wall kick: no; rotation: J, L, T bounding box and S, Z, I 2-state<br />
<br />
The player starts with 50 [[tetromino]]es and, as in [[Bombliss]], loses one tetromino for each tetromino that drops.<br />
Clearing 1, 2, 3, or 4 lines adds a few tetrominoes and inserts a rectangular piece containing 2, 4, 8, or 12 bombs before the next piece.<br />
The player can shift and rotate the bombs as they fall.<br />
<br />
The object is to clear garbage. There are about 3 or 4 preset patterns randomly chosen from for each level.<br />
<br />
Clearing a line below the center of the playfield causes the blocks below it to move up.<br />
Once the solid floor reaches the center line, the screen is cleared with a bonus for remaining tetrominoes, and then a "bonus for low puzzle" like that of ''[[Klax]]'', and the next screen is loaded. Any bombs from the line clear are dropped on the next level, and the current "next piece" is maintained.<br />
<br />
It is possible to completely clear a line in the lower playfield using bombs. If this is done, the lines below move up, just as with a normal line clear. <br />
<br />
There are power-ups in the preset garbage.<br />
<br />
They must be activated with a bomb; [[line clear|clearing a line]] containing a power-up will destroy it.<br />
<br />
The "5", "10", and "15" power-ups add points.<br />
The "detonator" powerup destroys the blocks adjacent to it.<br />
The "bomb" powerup transforms your lext tetromino into bombs.<br />
The "bubble" powerup clears all blocks above it in the lower playfield.<br />
The "lightning" powerup clears the line containing it.<br />
The "box" powerup fills in all blocks above it in the lower playfield.<br />
The "line" powerup summons an I piece that drops before the current "next piece".<br />
<br />
Most decent players will have little difficulty until level 8. The lack of lock delay and wallkicks makes the highest two difficulty levels (9 and 10) extrememly challenging.<br />
<br />
DAS is unusually fast for a game of this age, and is not dependent on keyboard repeat. It is not nearly as fast as a TGM series game though. It is also impossible to tap faster than the DAS, or rotate faster than the auto repeat rotate rate. Also, the delay for auto shift and auto rotate is very small.<br />
<br />
This game gives you the most unusual ability to drop a piece one square diagonally down, by pressing 1 or 3 on the numeric keypad, or z or c on the "qweasdzxc" matrix. This is most usefull to tag an otherwise unreachable powerup with a single bomb, though it can also slip a piece into an otherwise impossible position. <br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Super_Tetris&diff=5180Super Tetris2008-03-09T01:00:27Z<p>71.193.11.72: </p>
<hr />
<div>'''''Super Tetris''''' was published by Spectrum Holobyte on PC.<br />
<br />
next: 1; playfield: 10w by really tall; lock delay: no; wall kick: no; rotation: J, L, T bounding box and S, Z, I 2-state<br />
<br />
The player starts with 50 [[tetromino]]es and, as in [[Bombliss]], loses one tetromino for each tetromino that drops.<br />
Clearing 1, 2, 3, or 4 lines adds a few tetrominoes and inserts a rectangular piece containing 2, 4, 8, or 12 bombs before the next piece.<br />
The player can shift and rotate the bombs as they fall.<br />
<br />
The object is to clear garbage. There are about 3 or 4 preset patterns randomly chosen from for each level.<br />
<br />
Clearing a line below the center of the playfield causes the blocks below it to move up.<br />
Once the solid floor reaches the center line, the screen is cleared with a bonus for remaining tetrominoes, and then a "bonus for low puzzle" like that of ''[[Klax]]'', and the next screen is loaded. Any bombs from the line clear are dropped on the next level, and the current "next piece" is maintained.<br />
<br />
It is possible to completely clear a line in the lower playfield using bombs. If this is done, the lines below move up, just as with a normal line clear.<br />
<br />
There are power-ups in the preset garbage.<br />
<br />
They must be activated with a bomb; [[line clear|clearing a line]] containing a power-up will destroy it.<br />
<br />
The "5", "10", and "15" power-ups add points.<br />
The "bomb" powerup destroys the blocks adjacent to it.<br />
The "bubble" powerup clears all blocks above it in the lower playfield.<br />
The "lightning" powerup clears the line containing it.<br />
The "box" powerup fills in all blocks above it in the lower playfield.<br />
<br />
Most decent players will have little difficulty until level 8. The lack of lock delay and wallkicks makes the highest two difficulty levels (9 and 10) extrememly challenging.<br />
<br />
[[Category:Games List]]</div>71.193.11.72http://tetris.wiki/index.php?title=Super_Tetris&diff=5179Super Tetris2008-03-09T00:57:09Z<p>71.193.11.72: </p>
<hr />
<div>'''''Super Tetris''''' was published by Spectrum Holobyte on PC.<br />
<br />
next: 1; playfield: 10w by really tall; lock delay: no; wall kick: no; rotation: J, L, T bounding box and S, Z, I 2-state<br />
<br />
The player starts with 50 [[tetromino]]es and, as in [[Bombliss]], loses one tetromino for each tetromino that drops.<br />
Clearing 1, 2, 3, or 4 lines adds a few tetrominoes and inserts a rectangular piece containing 2, 4, 8, or 12 bombs before the next piece.<br />
The player can shift and rotate the bombs as they fall.<br />
<br />
The object is to clear garbage. There are about 3 or 4 preset patterns randomly chosen from for each level.<br />
<br />
Clearing a line below the center of the playfield causes the blocks below it to move up.<br />
Once the solid floor reaches the center line, the screen is cleared with a bonus for remaining tetrominoes, and then a "bonus for low puzzle" like that of ''[[Klax]]'', and the next screen is loaded. Any bombs from the line clear are dropped on the next level, and the current "next piece" is maintained.<br />
<br />
There are power-ups in the preset garbage.<br />
<br />
They must be activated with a bomb; [[line clear|clearing a line]] containing a power-up will destroy it.<br />
<br />
The "5", "10", and "15" power-ups add points.<br />
The "bomb" powerup destroys the blocks adjacent to it.<br />
The "bubble" powerup clears all blocks above it in the lower playfield.<br />
The "lightning" powerup clears the line containing it.<br />
The "box" powerup fills in all blocks above it in the lower playfield.<br />
<br />
Most decent players will have little difficulty until level 8. The lack of lock delay and wallkicks makes the highest two difficulty levels (9 and 10) extrememly challenging.<br />
<br />
[[Category:Games List]]</div>71.193.11.72