http://tetris.wiki/api.php?action=feedcontributions&user=Aperturegrillz&feedformat=atomTetrisWiki - User contributions [en]2024-03-29T13:51:17ZUser contributionsMediaWiki 1.39.3http://tetris.wiki/index.php?title=Tetris_The_Grand_Master_3_Terror-Instinct&diff=21759Tetris The Grand Master 3 Terror-Instinct2020-07-27T11:41:13Z<p>Aperturegrillz: Add medal conditions table</p>
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<div>{{Infobox |title = Tetris The Grand Master 3 Terror-Instinct<br />
|developer = [[Arika]]<br />
|publisher = Taito<br />
|released = {{release|JP|February, 2005}}<br />
|platform = Arcade<br />
|boxart = TGM3 flyer.jpg<br />
|caption = Arcade flyer for ''Tetris The Grand Master 3 Terror‑Instinct''<br />
|title-scrn = Arika_Ti_title.jpg<br />
|ingame-scrn = Arika_Ti_ingame.jpg<br />
|playfield = 10 &times; 20<br />
|preview = 3<br />
|hold = Yes, with [[IHS]]<br />
|hard = Classic rule: Sonic Drop<br>World rule: Standard hard drop<br />
|system = Classic rule: [[Arika Rotation System|TGM Rotation]] with extended wall kicks<br>World rule: [[Super Rotation System#Arika_SRS|SRS]] with modified I kicks<br />
}}<br />
'''''Tetris The Grand Master 3 Terror-Instinct''''', abbreviated '''''TGM3''''' or '''''Ti''''', is [[Arika]]'s third title in the [[Tetris The Grand Master (series)|TGM series]], released in February, 2005.<br />
<br />
''Terror-Instinct'' builds upon the Master mode from [[Tetris The Absolute The Grand Master 2|''The Absolute'']] by overhauling the [[Grade Recognition System]] with stricter requirements for the GM grade, and increasing the overall speed of the mode.<br />
<br />
== Gameplay ==<br />
=== Rotation system ===<br />
There are two gameplay rulesets available in ''TGM3'':<br />
* Classic: The original [[Arika Rotation System]], modified with extended wall kicks<br />
* World: Standard [[Tetris Guideline]] controls and [[Super Rotation System]] with modified I kicks<br />
<br />
=== Level advance ===<br />
In [[Tetris The Grand Master|''The Grand Master'']] and ''The Absolute'', each [[line clear]] increases the level by the exact amount of lines cleared. ''Terror-Instinct'' awards bonus levels for triple and Tetris line clears, allowing the player to reach the level goal quicker in modes like Master and Shirase.<br />
<br />
{| class="wikitable"<br />
|+'''TGM series line clear level advance'''<br />
! Line clear<br />
! Level advance<br/>in previous games<br />
! Level advance<br/>in ''Terror-Instinct''<br />
|-<br />
| Single<br />
| 1<br />
| 1<br />
|-<br />
| Double<br />
| 2<br />
| 2<br />
|-<br />
| Triple<br />
| 3<br />
| 4<br />
|-<br />
| Tetris<br />
| 4<br />
| 6<br />
|}<br />
<br />
== Game modes ==<br />
<br />
=== Easy ===<br />
As the name implies, the mode is intended for new players or casual players looking for an easy challenge. During the first 50 levels, the game displays suggested piece placements, depicted by a colored outline. Scoring high in this mode requires a lot of skill.<br />
<br />
For every line clear, a fireworks animation is played. The total number of fireworks (Hanabi) scored during play is displayed at the end of a game, and is used to rank the player on the ingame leaderboard. The number of fireworks increase depending on numerous factors, including but not limited to higher line clears, combos (multiple consecutive line clears), and T-Spin line clears.<br />
<br />
Easy mode is cleared by reaching level 200. Play continues during the credit roll in 20G, with a boost in the number of fireworks shown. Fireworks during the credit roll count toward the player's total.<br />
<br />
The exact formula for determining number of fireworks is somewhat complex. A thorough documentation of firework calculation behavior can be found [https://docs.google.com/document/d/11J4BAxrkzxI5VYa1dt7oLuWEhI0yhv8OnNpgfbdKS7U in this document].<br />
<br />
=== Sakura ===<br />
Sakura mode replicates the gameplay of ''[[Tetris with Cardcaptor Sakura Eternal Heart]]'' and ''[[Flash Point]]''. The mode's objective is not to clear lines but to clear every jeweled block in each stage as quickly as possible. There are 20 stages, and 7 EX stages, each progressively more difficult to clear efficiently. Some stages feature Items to handicap the player, such as the regular flipping of the playing field from left to right or the periodic invisibility of non-jewel blocks.<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 and for each jewel cleared. Each stage has its own further timer which is reset for each stage. If the stage time runs out, the player fails the stage but will be allowed to play the next one. If the main game time runs out, the game ends immediately. Topping out also ends the game, no matter how much time is left for the stage and game.<br />
<br />
The EX stages have no stage time; each must be completed in full to advance using the main game time. The number of EX stages offered after completing the 20 normal stages varies by the number of normal stages completed and time to completion. To be offered all 7 EX stages the main stages must all be successfully completed within 5 minutes.<br />
<br />
The hold box is cleared between stages, thus it is not possible to hold a desired tetromino for the following stage. However, during the Ready! GO! sequence, the player may press Hold to move the next piece into the hold box; this may be done repeatedly to clobber the previous piece being held and force advancement of the piece sequence to a more desired position. The piece sequence in this mode is always predetermined, thus strategies can be formed ahead of time to aim for the fastest possible time.<br />
<br />
=== Master ===<br />
Master mode behaves very much like its predecessor. While both the 3-piece preview and hold function aid the player in lower speeds, the increase in speed over its prequel makes this game far more challenging. 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. It does not happen during promotion 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>(1/65536 G)||bgcolor="#80A3F8"|Speed level||bgcolor="#BBBBBB"|Internal gravity<br>(1/65536 G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|0||1024||bgcolor="#C4E8E8"|220||8192<br />
|-align = center<br />
|bgcolor="#C4E8E8"|30||1536||bgcolor="#C4E8E8"|230||16384<br />
|-align = center<br />
|bgcolor="#C4E8E8"|35||2048||bgcolor="#C4E8E8"|233||24576<br />
|-align = center<br />
|bgcolor="#C4E8E8"|40||2560||bgcolor="#C4E8E8"|236||32768<br />
|-align = center<br />
|bgcolor="#C4E8E8"|50||3072||bgcolor="#C4E8E8"|239||40960<br />
|-align = center<br />
|bgcolor="#C4E8E8"|60||4096||bgcolor="#C4E8E8"|243||49152<br />
|-align = center<br />
|bgcolor="#C4E8E8"|70||8192||bgcolor="#C4E8E8"|247||57344<br />
|-align = center<br />
|bgcolor="#C4E8E8"|80||12288||bgcolor="#C4E8E8"|251||65536 (1G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|90||16384||bgcolor="#C4E8E8"|300||131072 (2G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|100||20480||bgcolor="#C4E8E8"|330||196608 (3G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|120||24576||bgcolor="#C4E8E8"|360||262144 (4G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|140||28672||bgcolor="#C4E8E8"|400||327680 (5G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|160||32768||bgcolor="#C4E8E8"|420||262144 (4G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|170||36864||bgcolor="#C4E8E8"|450||196608 (3G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|200||1024||bgcolor="#C4E8E8"|500||1310720 (20G)<br />
|}<br />
<br />
The following timing values are adjusted to what a player would observe, including inclusive DAS counting (internally DAS delay is counted exclusively and ARE excludes lock flash and the last frame).<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 />
|-<br />
! bgcolor="#80A3F8"|Speed level<br />
! bgcolor="#FFA069"|[[ARE]]<br/>(frames)<br />
! bgcolor="#FFB069"|Line [[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<br />
| bgcolor="#FFD3AC"| 27<br />
| bgcolor="#FFE3AC"| 27<br />
| bgcolor="#FFFF88"|16<br />
| bgcolor="#CCBBFF"|30<br />
| bgcolor="#D7ECC6"|40<br />
|- align = center<br />
| bgcolor="#C4E8E8"|500-599<br />
| bgcolor="#FFD3AC"| 27<br />
| bgcolor="#FFE3AC"| 27<br />
| bgcolor="#FFFF88"|10<br />
| bgcolor="#CCBBFF"|30<br />
| bgcolor="#D7ECC6"|25<br />
|- align = center<br />
| bgcolor="#C4E8E8"|600-699<br />
| bgcolor="#FFD3AC"| 27<br />
| bgcolor="#FFE3AC"| 18<br />
| bgcolor="#FFFF88"|10<br />
| bgcolor="#CCBBFF"|30<br />
| bgcolor="#D7ECC6"|16<br />
|- align = center<br />
| bgcolor="#C4E8E8"|700-799<br />
| bgcolor="#FFD3AC"| 18<br />
| bgcolor="#FFE3AC"| 14<br />
| bgcolor="#FFFF88"|10<br />
| bgcolor="#CCBBFF"|30<br />
| bgcolor="#D7ECC6"|12<br />
|- align = center<br />
| bgcolor="#C4E8E8"|800-899<br />
| bgcolor="#FFD3AC"| 14<br />
| bgcolor="#FFE3AC"| 8<br />
| bgcolor="#FFFF88"|10<br />
| bgcolor="#CCBBFF"|30<br />
| bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|900-999<br />
| bgcolor="#FFD3AC"| 14<br />
| bgcolor="#FFE3AC"| 8<br />
| bgcolor="#FFFF88"|8<br />
| bgcolor="#CCBBFF"|17<br />
| bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1000-1099<br />
| bgcolor="#FFD3AC"| 8<br />
| bgcolor="#FFE3AC"| 8<br />
| bgcolor="#FFFF88"|8<br />
| bgcolor="#CCBBFF"|17<br />
| bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1100-1199<br />
| bgcolor="#FFD3AC"| 7<br />
| bgcolor="#FFE3AC"| 7<br />
| bgcolor="#FFFF88"|8<br />
| bgcolor="#CCBBFF"|15<br />
| bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1200-1799<br />
| bgcolor="#FFD3AC"| 6<br />
| bgcolor="#FFE3AC"| 6<br />
| bgcolor="#FFFF88"|8<br />
| bgcolor="#CCBBFF"|15<br />
| bgcolor="#D7ECC6"|6<br />
|}<br />
<br />
Clearing a section with a [[#"Section COOL"|section COOL]] will boost the speed level by 100.<br />
<br />
Line ARE defines the number of frames of ARE to use after a line clear. At this time it is not known whether the game has similar DAS behaviour during ARE as TAP does.<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<br />
! bgcolor="#FFFF00"|S Grades<br />
! bgcolor="#FFD37C"|M Grades<br />
! bgcolor="#CCBBCF"|Master Grades<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 9<br />
| bgcolor="#FFFF88"| S1<br />
| bgcolor="#FFD3AC"| m1<br />
| bgcolor="#CCBBFF"| Master<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 8<br />
| bgcolor="#FFFF88"| S2<br />
| bgcolor="#FFD3AC"| m2<br />
| bgcolor="#CCBBFF"| MasterK<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 7<br />
| bgcolor="#FFFF88"| S3<br />
| bgcolor="#FFD3AC"| m3<br />
| bgcolor="#CCBBFF"| MasterV<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 6<br />
| bgcolor="#FFFF88"| S4<br />
| bgcolor="#FFD3AC"| m4<br />
| bgcolor="#CCBBFF"| MasterO<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 5<br />
| bgcolor="#FFFF88"| S5<br />
| bgcolor="#FFD3AC"| m5<br />
| bgcolor="#CCBBFF"| MasterM<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 4<br />
| bgcolor="#FFFF88"| S6<br />
| bgcolor="#FFD3AC"| m6<br />
| bgcolor="#CCBBFF"| Grand Master<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 3<br />
| bgcolor="#FFFF88"| S7<br />
| bgcolor="#FFD3AC"| m7<br />
| bgcolor="#CCBBFF"|<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 2<br />
| bgcolor="#FFFF88"| S8<br />
| bgcolor="#FFD3AC"| m8<br />
| bgcolor="#CCBBFF"|<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 1<br />
| bgcolor="#FFFF88"| S9<br />
| bgcolor="#FFD3AC"| m9<br />
| bgcolor="#CCBBFF"|<br />
|}<br />
<br />
'''Displayed Grade = floor(Internal Grade Boosts + [[#"Section COOL"|Section COOL!!]] + Staff Roll Grade - [[#"Section REGRET"|Section REGRET!!]])'''<br />
<br />
As mentioned earlier, the player's grade is not displayed during the game but only 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 earliest known GM grade was attained by the player 'jin8' on July 28, 2007. Many players had previously believed that the GM grade could not be obtained through standard play.{{citation needed}}<br />
<br />
The Secret Grade GM is awarded for the [[Tetromino art#Greater than|secret "&gt;" 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. Like TAP, the internal grade points are reset to 0 when this happens, wasting any remainder. 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<br />
!bgcolor="#66BB55"|Double<br />
!bgcolor="#FFFF55"|Triple<br />
!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 />
The combo multiplier is different from TAP. The values in each column are the same, but the columns themselves are in a different order, eliminating the odd behavior from TAP where consecutive triples may be awarded more than consecutive Tetrises. Most likely, TAP has the same table 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 />
<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<br />
!bgcolor="#66BB55"|Double<br />
!bgcolor="#FFFF55"|Triple<br />
!bgcolor="#FFA069"|Tetris<br />
|-align = center<br />
| 1<br />
| bgcolor="#C4E8E8"|1.0<br />
| bgcolor="#D7ECC6"|1.0<br />
| bgcolor="#FFFF88"|1.0<br />
| bgcolor="#FFD3AC"|1.0<br />
|-align = center<br />
| 2<br />
| bgcolor="#C4E8E8"|1.0<br />
| bgcolor="#D7ECC6"|1.2<br />
| bgcolor="#FFFF88"|1.4<br />
| bgcolor="#FFD3AC"|1.5<br />
|-align = center<br />
| 3<br />
| bgcolor="#C4E8E8"|1.0<br />
| bgcolor="#D7ECC6"|1.2<br />
| bgcolor="#FFFF88"|1.5<br />
| bgcolor="#FFD3AC"|1.8<br />
|-align = center<br />
| 4<br />
| bgcolor="#C4E8E8"|1.0<br />
| bgcolor="#D7ECC6"|1.4<br />
| bgcolor="#FFFF88"|1.6<br />
| bgcolor="#FFD3AC"|2.0<br />
|-align = center<br />
| 5<br />
| bgcolor="#C4E8E8"|1.0<br />
| bgcolor="#D7ECC6"|1.4<br />
| bgcolor="#FFFF88"|1.7<br />
| bgcolor="#FFD3AC"|2.2<br />
|-align = center<br />
| 6<br />
| bgcolor="#C4E8E8"|1.0<br />
| bgcolor="#D7ECC6"|1.4<br />
| bgcolor="#FFFF88"|1.8<br />
| bgcolor="#FFD3AC"|2.3<br />
|-align = center<br />
| 7<br />
| bgcolor="#C4E8E8"|1.0<br />
| bgcolor="#D7ECC6"|1.4<br />
| bgcolor="#FFFF88"|1.9<br />
| bgcolor="#FFD3AC"|2.4<br />
|-align = center<br />
| 8<br />
| bgcolor="#C4E8E8"|1.0<br />
| bgcolor="#D7ECC6"|1.5<br />
| bgcolor="#FFFF88"|2.0<br />
| bgcolor="#FFD3AC"|2.5<br />
|-align = center<br />
| 9<br />
| bgcolor="#C4E8E8"|1.0<br />
| bgcolor="#D7ECC6"|1.5<br />
| bgcolor="#FFFF88"|2.1<br />
| bgcolor="#FFD3AC"|2.6<br />
|-align = center<br />
| 10<br />
| bgcolor="#C4E8E8"|1.0<br />
| bgcolor="#D7ECC6"|2.0<br />
| bgcolor="#FFFF88"|2.5<br />
| 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<br />
!bgcolor="#CC88FF"|Multiplier<br />
|-align = center<br />
| bgcolor="#C4E8E8"|000-249<br />
| bgcolor="#CCBBFF"|1<br />
|-align = center<br />
| bgcolor="#C4E8E8"|250-499<br />
| bgcolor="#CCBBFF"|2<br />
|-align = center<br />
| bgcolor="#C4E8E8"|500-749<br />
| bgcolor="#CCBBFF"|3<br />
|-align = center<br />
| bgcolor="#C4E8E8"|750-999<br />
| 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 receives 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 />
| valign="top" |<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<br />
!bgcolor="#66BB55"|Section Time<br />
|-<br />
| bgcolor="#C4E8E8"|0-70<br />
| bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-170<br />
| bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-270<br />
| bgcolor="#D7ECC6"|49:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-370<br />
| bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-470<br />
| bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-570<br />
| bgcolor="#D7ECC6"|42:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-670<br />
| bgcolor="#D7ECC6"|42:00<br />
|-<br />
| bgcolor="#C4E8E8"|700-770<br />
| bgcolor="#D7ECC6"|38:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-870<br />
| bgcolor="#D7ECC6"|38:00<br />
|-<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; text-align:center"<br />
|+'''Section REGRET conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level<br />
!bgcolor="#FFA069"|Section time<br />
|-<br />
| bgcolor="#C4E8E8"|0-99<br />
| bgcolor="#FFD3AC"|1:30:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-199<br />
| bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-299<br />
| bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-399<br />
| bgcolor="#FFD3AC"|1:08:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-499<br />
| bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-599<br />
| bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-699<br />
| bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|700-799<br />
| bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-899<br />
| bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|900-999<br />
| bgcolor="#FFD3AC"|50:00<br />
|-<br />
|}<br />
|}<br />
<br />
===== Staff roll grading system =====<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 />
|-<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)<br />
| bgcolor="#C4E8E8"|0.04<br />
| bgcolor="#C4E8E8"|0.1<br />
|-<br />
| bgcolor="#66BB55"|2 (double)<br />
| bgcolor="#D7ECC6"|0.08<br />
| bgcolor="#D7ECC6"|0.2<br />
|-<br />
| bgcolor="#FFFF55"|3 (triple)<br />
| bgcolor="#FFFF88"|0.12<br />
| bgcolor="#FFFF88"|0.3<br />
|-<br />
| bgcolor="#FFA069"|4 (tetris)<br />
| bgcolor="#FFD3AC"|0.26<br />
| bgcolor="#FFD3AC"|1.0<br />
|-<br />
| bgcolor="#FF8999"|Clear*<br />
| bgcolor="#FFB2AC"|0.50<br />
| bgcolor="#FFB2AC"|1.6<br />
|}<br />
<br />
:<nowiki>*</nowiki>Clear denotes whether the player survived the staff roll or not.<br />
<br />
==== User accounts and exams ====<br />
A feature new to TGM3 is the ability to hold user accounts. When a player starts the game, they will be asked to either log in, create a new account, or play without using an account. Small advantages of this include not having to enter your initials at the end of every record-setting game as well as having a set of personal bests for each mode always on display in the top right corner of the play area.<br />
<br />
The larger point of having user accounts is to assign each player a "qualified class" for Master Mode. In short, a player begins at the lowest class of 9, but if they consistently receive a grade in Master Mode higher than their current qualification, the game will randomly decide whether to give the player a "Promotional Exam" for a higher grade upon each new game. If the player passes, which is merely a matter of attaining that exam's grade or higher, then their new qualified class will be increased to that grade.<br />
<br />
If the game decides to give the player a promotional exam upon the start of a new game of Master Mode, the tetrion will shake for a moment, the frame will turn gold and text will appear describing the class for which the player is receiving an exam. If the game ends for any reason, the tetrion will shake again and text will appear telling the player whether they passed or failed.<br />
<br />
The player can also receive a "Demotion Exam" if the player routinely ends games around six or more grades lower than their qualified grade. Its announcement is much more subtle than a promotional exam. It begins almost exactly like a normal game of Master Mode, but the tetrion will shake mildly at regular intervals during play. The objective is the same: The player must do well enough to get the grade that corresponds to their class in order to keep it. If the player does not make at least that grade, then their class will be reduced by one. The higher the player's class is, the easier it is to be demoted.<br />
<br />
To be eligible for a Promotional Exam, the average of the player's second, third, and fourth best grades out of their last seven games (rounded down) must be higher than their current class. If an exam is given, then the class for which the player is being examined will be the aforementioned average.<ref>http://harddrop.com/forums/index.php?showtopic=7350</ref><br />
<br />
==== Grand Master promotion exam requirements ====<br />
If the player exhausts the potential of all three grade systems, attaining all nine Section COOLs, and earning at least six grade points in the invisible roll, the player will still only be awarded MasterM. The Grand Master grade can only be first awarded through a promotional exam. Given the requirements to receive an exam, the player's best four performances in their last seven games must all be Grand Master-worthy. Finally, in addition to clearing enough lines in the staff roll to get Grand Master, the player must also survive it to pass the exam.<br />
<br />
It is necessary to be currently qualified as MasterM before registering games in the profile history eligible for Grand Master promotion.<br />
<br />
Once the player has a qualified class of Grand Master, then the grade can be awarded in normal play, rather than being 'invisibly' converted down to MasterM. However, if the player is later demoted from Grand Master, they must receive and pass a Promotional Exam again to return to receiving Grand Master grades.<br />
<br />
=== Shirase ===<br />
Shirase follows in the footsteps of T.A. 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, similar to the [[Tetris (Electronika 60)|Electronika 60 version]]; the blocks are colored white (Classic Rule) or green (World Rule). When locked, these lack the usual bright colored outline that helps discern the shape of the stack, and they simply disappear rather than displaying a colorful explosion upon a line clear.<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 REGRETs" during play, the game will deduct a grade for each one. A REGRET! will be announced if a section time exceeds 1 minute.<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 S grades instead of the usual number grades, progressing through the m grades with the final grade still being GM.<br />
<br />
The Shirase credit roll is a 20G, big tetromino challenge (all tetromino are twice their normal size). Reaching the credit roll awards a green line for the highscore table, while clearing the roll awards an orange line.<br />
<br />
Ichiro Mihara, creator of the series, has stated in his blog that level 1300 is in fact its own [[torikan]] and that it is possible to reach levels beyond 1300. This has since been disproven through reverse engineering the game's data, and verifying that no grades beyond S13 exist.<br />
<br />
==== Speed timings ====<br />
Gravity is fixed at 20G. As above, the following delays have been adjusted.<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 />
|-<br />
! bgcolor="#80A3F8"|Level<br />
! bgcolor="#FFA069"|[[ARE]]<br/>(frames)<br />
! bgcolor="#FFB069"|Line [[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<br />
| bgcolor="#FFD3AC"|12<br />
| bgcolor="#FFE3AC"| 8<br />
| bgcolor="#FFFF88"|10<br />
| bgcolor="#CCBBFF"|18<br />
| bgcolor="#D7ECC6"|6<br />
|-<br />
| bgcolor="#C4E8E8"|100 - 199<br />
| bgcolor="#FFD3AC"|12<br />
| bgcolor="#FFE3AC"| 7<br />
| bgcolor="#FFFF88"|8<br />
| bgcolor="#CCBBFF"|18<br />
| bgcolor="#D7ECC6"|5<br />
|-<br />
| bgcolor="#C4E8E8"|200 - 299<br />
| bgcolor="#FFD3AC"|12<br />
| bgcolor="#FFE3AC"| 6<br />
| bgcolor="#FFFF88"|8<br />
| bgcolor="#CCBBFF"|17<br />
| bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|300 - 499<br />
| bgcolor="#FFD3AC"|6<br />
| bgcolor="#FFE3AC"| 6<br />
| bgcolor="#FFFF88"|8<br />
| bgcolor="#CCBBFF"|15<br />
| bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|500 - 599<br />
| bgcolor="#FFD3AC"|6<br />
| bgcolor="#FFE3AC"| 5<br />
| bgcolor="#FFFF88"|6<br />
| bgcolor="#CCBBFF"|13<br />
| bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|600 - 1099<br />
| bgcolor="#FFD3AC"|6<br />
| bgcolor="#FFE3AC"| 5<br />
| bgcolor="#FFFF88"|6<br />
| bgcolor="#CCBBFF"|12<br />
| bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1100 - 1199<br />
| bgcolor="#FFD3AC"|6<br />
| bgcolor="#FFE3AC"| 5<br />
| bgcolor="#FFFF88"|6<br />
| bgcolor="#CCBBFF"|10<br />
| bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1200 - 1299<br />
| bgcolor="#FFD3AC"|6<br />
| bgcolor="#FFE3AC"| 5<br />
| bgcolor="#FFFF88"|6<br />
| bgcolor="#CCBBFF"|8<br />
| bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1300<br />
| bgcolor="#FFD3AC"|6<br />
| bgcolor="#FFE3AC"| 6<br />
| bgcolor="#FFFF88"|6<br />
| bgcolor="#CCBBFF"|15<br />
| bgcolor="#D7ECC6"|6<br />
|}<br />
<br />
==== Rising garbage ====<br />
From level 500 to 1000, the player will periodically receive single lines of garbage that duplicate the bottom row of the playing field. With each passing section, the rate at which this garbage is dealt increases.<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 />
|+<br />
! bgcolor="#BBBBBB"|Section<br />
! bgcolor="#BBBBBB"|500-599<br />
! bgcolor="#BBBBBB"|600-699<br />
! bgcolor="#BBBBBB"|700-799<br />
! bgcolor="#BBBBBB"|800-899<br />
! bgcolor="#BBBBBB"|900-999<br />
|-<br />
| bgcolor="#BBBBBB"|Quota<br />
| bgcolor="#BBBBBB"|20<br />
| bgcolor="#BBBBBB"|18<br />
| bgcolor="#BBBBBB"|10<br />
| bgcolor="#BBBBBB"|9<br />
| bgcolor="#BBBBBB"|8<br />
|}<br />
<br />
For each piece spawned, a counter is incremented by one. For each line cleared, this counter is decreased by one. If during ARE the counter is equal to or greater than the section's quota, a line of garbage is dealt before the next piece spawns and the counter is reset to 0. Clearing lines while the counter is already at 0 will have no effect as the counter cannot go lower than 0. The counter is not reset between sections.<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 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 cumulative number of 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-cumulative.<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 />
== Medal conditions ==<br />
<br />
{| class="wikitable"<br />
|+'''Medal conditions<ref>http://www.tetrisconcept.com/forum/viewtopic.php?t=624</ref>'''<br />
! Medal<br />
! style="background: #c78f57"|Bronze<br />
! Silver<br />
! style="background: #f3d74f"|Gold<br />
|-<br />
! AC ([[Glossary#A|All Clear]])<br />
| bgcolor="#f1c69b"| Complete 1 [[Glossary#B|Bravo]]<br />
| Complete 2 [[Glossary#B|Bravos]]<br />
| bgcolor="#fff7ae"| Complete 3 [[Glossary#B|Bravos]]<br />
|-<br />
! ST (Section Time)<br />
| bgcolor="#f1c69b"| Approach section time record (<10 seconds slower)<br />
| Approach section time record (<5 seconds slower)<br />
| bgcolor="#fff7ae"| Beat section time record<br />
|-<br />
! SK (Skill)<br />
| bgcolor="#f1c69b" style="padding: 0;" |<br />
{| class="wikitable" style="width: calc(100% + 2px); margin: -1px -1px -1px -1px; border: 1px solid #333333; background-color: transparent;"<br />
! style="background: #c78f57"|Master<br />
| width="100%" | 15 Tetrises<br />
|-<br />
! style="background: #c78f57"|Shirase<br />
| width="100%" | 5 Tetrises<br />
|}<br />
| style="padding: 0;" |<br />
{| class="wikitable" style="width: calc(100% + 2px); margin: -1px -1px -1px -1px; border: 1px solid #333333;"<br />
! Master<br />
| width="100%" | 25 Tetrises<br />
|-<br />
! Shirase<br />
| width="100%" | 10 Tetrises<br />
|}<br />
| bgcolor="#fff7ae" style="padding: 0;" |<br />
{| class="wikitable" style="width: calc(100% + 2px); margin: -1px -1px -1px -1px; border: 1px solid #333333; background-color: transparent;"<br />
! style="background: #f3d74f"|Master<br />
| width="100%" | 40 Tetrises<br />
|-<br />
! style="background: #f3d74f"|Shirase<br />
| width="100%" | 15 Tetrises<br />
|}<br />
|-<br />
! CO ([[Combo]])<br />
| bgcolor="#f1c69b"| Reach a combo of 4.{{efn|group=lower-roman|name=medal-4|Single line clears keep the current combo active, but do not add to it.}}<br />
| Reach a combo of 5.{{efn|group=lower-roman|name=medal-4}}<br />
| bgcolor="#fff7ae"|Reach a combo of 7.{{efn|group=lower-roman|name=medal-4}}<br />
|}<br />
<br />
{{notelist|group=lower-roman}}<br />
<br />
== Messages ==<br />
<br />
When playing the game, certain text messages may momentarily show up below the playfield.<br />
<br />
=== COOL ===<br />
Exclusive to Master mode, there are currently 3 known triggers of the COOL!! message. They cannot be visually distinguished, but they are known to show up when certain conditions are met. All names below are unofficial.<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 />
The player's grade is incremented by 1 when they finish 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. No other types of COOLs influence the player's grade.<br />
<br />
==== "Tetris COOL" ====<br />
A "Tetris COOL" appears when the player has made a certain number of Tetrises during a section. The required number is 3 times in 0-99, 6 times in 100-199, and 4 times in all subsequent sections. Tetrises that span across sections are not counted for either the previous section or the new section. This means that for a Tetris to count towards a "Tetris COOL", the move must occur 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 likely 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 REGRET"), and only leaves about 8 to spare on the level counter.<br />
<br />
==== "Special COOL" ====<br />
A "Special COOL" appears approximately two seconds after when the player performs certain moves:<br />
<br />
* more than 3 Tetrises in a row, one right after the other<br />
* more than 2 T-Spins in a row, one right after the other<br />
* a [[T-Spin Triple]] (only possible with SRS)<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]], they will get two COOLs in a row.<br />
<br />
=== REGRET ===<br />
REGRET messages note a failing in the player's performance. There are 2 known kinds of REGRET! messages in the game. In addition to Master mode, REGRETs can also show up in Shirase mode. Again, all names are unofficial.<br />
<br />
==== "Section REGRET" ====<br />
A "Section REGRET" appears when the player takes 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 the same for both Classic and World rule modes. When a "Section REGRET" appears, the player's grade will be decremented by 1.<br />
<br />
==== "Hole REGRET" ====<br />
A "Hole REGRET" appears when the playfield is in a suboptimal state, such as with numerous holes and possibly steps in the landscape; the exact mechanics of this detection are undocumented. It appears immediately after locking a piece, or clearing a line. These can happen multiple times per section, and do not affect the player's grade.<br />
<br />
=== T-SPIN ===<br />
These messages can appear in any mode, and simply indicate that the player has just cleared a line(s) with a [[T-spin]]. Unlike most other games, the requirements for a move to be considered a T-spin are extremely lenient; the player simply has to clear one or more lines with a T tetrimino where the last move performed was a rotation; there are no wall or corner placement rules.<br />
<br />
== Codes ==<br />
Key: L = Left, R = Right<br />
*'''Big Mode (Master mode only)''': LLRRLRLR<br />
<br />
This code only works when the player has not loaded any account data; thus, records achieved in this mode are not saved. The code is entered at the mode select screen before selecting Master mode. Big Mode doesn't grant section cools, limiting the max grade entering the credits roll to S9 and thus forcing the disappearing roll. The grades awarded for credits line clears are 0.08 for singles, 0.26 for doubles, 0.34 for triples, and 0.42 for tetrises.<br />
<br />
*'''Random Piece Sequence''': A+B+C+D<br />
<br />
This code only works on an account that has completed Sakura mode before. Hold down all 4 buttons as you select Sakura mode to get a random piece sequence instead of the predetermined one.<br />
<br />
== See also ==<br />
* [[List of Terror-Instinct Grand Masters]]<br />
<br />
== Names in other languages ==<br />
{{foreign names<br />
|Jap=テトリス ザ・グランドマスター3 -Terror Instinct-<br />
|JapR=Tetorisu za Gurandomasutaa 2 Teraa Insutinkuto<br />
|JapM=Tetris The Grand Master 3 Terror-Instinct<br />
}}<br />
<br />
== References ==<br />
<references /><br />
<br />
== External links ==<br />
* [https://web.archive.org/web/20100105182100/http://www.arika.co.jp/product/tgm3/ Archive of official website]<br />
* [https://docs.google.com/document/d/11J4BAxrkzxI5VYa1dt7oLuWEhI0yhv8OnNpgfbdKS7U Easy mode score formula]<br />
<br />
{{Arika games}}<br />
<br />
[[Category:Official Tetris games]]<br />
[[Category:Arcade games]]<br />
[[Category:Arcade-only games]]</div>Aperturegrillzhttp://tetris.wiki/index.php?title=Tetris_The_Grand_Master_3_Terror-Instinct&diff=21758Tetris The Grand Master 3 Terror-Instinct2020-07-27T11:39:30Z<p>Aperturegrillz: Add medal conditions table</p>
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<div>{{Infobox |title = Tetris The Grand Master 3 Terror-Instinct<br />
|developer = [[Arika]]<br />
|publisher = Taito<br />
|released = {{release|JP|February, 2005}}<br />
|platform = Arcade<br />
|boxart = TGM3 flyer.jpg<br />
|caption = Arcade flyer for ''Tetris The Grand Master 3 Terror‑Instinct''<br />
|title-scrn = Arika_Ti_title.jpg<br />
|ingame-scrn = Arika_Ti_ingame.jpg<br />
|playfield = 10 &times; 20<br />
|preview = 3<br />
|hold = Yes, with [[IHS]]<br />
|hard = Classic rule: Sonic Drop<br>World rule: Standard hard drop<br />
|system = Classic rule: [[Arika Rotation System|TGM Rotation]] with extended wall kicks<br>World rule: [[Super Rotation System#Arika_SRS|SRS]] with modified I kicks<br />
}}<br />
'''''Tetris The Grand Master 3 Terror-Instinct''''', abbreviated '''''TGM3''''' or '''''Ti''''', is [[Arika]]'s third title in the [[Tetris The Grand Master (series)|TGM series]], released in February, 2005.<br />
<br />
''Terror-Instinct'' builds upon the Master mode from [[Tetris The Absolute The Grand Master 2|''The Absolute'']] by overhauling the [[Grade Recognition System]] with stricter requirements for the GM grade, and increasing the overall speed of the mode.<br />
<br />
== Gameplay ==<br />
=== Rotation system ===<br />
There are two gameplay rulesets available in ''TGM3'':<br />
* Classic: The original [[Arika Rotation System]], modified with extended wall kicks<br />
* World: Standard [[Tetris Guideline]] controls and [[Super Rotation System]] with modified I kicks<br />
<br />
=== Level advance ===<br />
In [[Tetris The Grand Master|''The Grand Master'']] and ''The Absolute'', each [[line clear]] increases the level by the exact amount of lines cleared. ''Terror-Instinct'' awards bonus levels for triple and Tetris line clears, allowing the player to reach the level goal quicker in modes like Master and Shirase.<br />
<br />
{| class="wikitable"<br />
|+'''TGM series line clear level advance'''<br />
! Line clear<br />
! Level advance<br/>in previous games<br />
! Level advance<br/>in ''Terror-Instinct''<br />
|-<br />
| Single<br />
| 1<br />
| 1<br />
|-<br />
| Double<br />
| 2<br />
| 2<br />
|-<br />
| Triple<br />
| 3<br />
| 4<br />
|-<br />
| Tetris<br />
| 4<br />
| 6<br />
|}<br />
<br />
== Game modes ==<br />
<br />
=== Easy ===<br />
As the name implies, the mode is intended for new players or casual players looking for an easy challenge. During the first 50 levels, the game displays suggested piece placements, depicted by a colored outline. Scoring high in this mode requires a lot of skill.<br />
<br />
For every line clear, a fireworks animation is played. The total number of fireworks (Hanabi) scored during play is displayed at the end of a game, and is used to rank the player on the ingame leaderboard. The number of fireworks increase depending on numerous factors, including but not limited to higher line clears, combos (multiple consecutive line clears), and T-Spin line clears.<br />
<br />
Easy mode is cleared by reaching level 200. Play continues during the credit roll in 20G, with a boost in the number of fireworks shown. Fireworks during the credit roll count toward the player's total.<br />
<br />
The exact formula for determining number of fireworks is somewhat complex. A thorough documentation of firework calculation behavior can be found [https://docs.google.com/document/d/11J4BAxrkzxI5VYa1dt7oLuWEhI0yhv8OnNpgfbdKS7U in this document].<br />
<br />
=== Sakura ===<br />
Sakura mode replicates the gameplay of ''[[Tetris with Cardcaptor Sakura Eternal Heart]]'' and ''[[Flash Point]]''. The mode's objective is not to clear lines but to clear every jeweled block in each stage as quickly as possible. There are 20 stages, and 7 EX stages, each progressively more difficult to clear efficiently. Some stages feature Items to handicap the player, such as the regular flipping of the playing field from left to right or the periodic invisibility of non-jewel blocks.<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 and for each jewel cleared. Each stage has its own further timer which is reset for each stage. If the stage time runs out, the player fails the stage but will be allowed to play the next one. If the main game time runs out, the game ends immediately. Topping out also ends the game, no matter how much time is left for the stage and game.<br />
<br />
The EX stages have no stage time; each must be completed in full to advance using the main game time. The number of EX stages offered after completing the 20 normal stages varies by the number of normal stages completed and time to completion. To be offered all 7 EX stages the main stages must all be successfully completed within 5 minutes.<br />
<br />
The hold box is cleared between stages, thus it is not possible to hold a desired tetromino for the following stage. However, during the Ready! GO! sequence, the player may press Hold to move the next piece into the hold box; this may be done repeatedly to clobber the previous piece being held and force advancement of the piece sequence to a more desired position. The piece sequence in this mode is always predetermined, thus strategies can be formed ahead of time to aim for the fastest possible time.<br />
<br />
=== Master ===<br />
Master mode behaves very much like its predecessor. While both the 3-piece preview and hold function aid the player in lower speeds, the increase in speed over its prequel makes this game far more challenging. 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. It does not happen during promotion 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>(1/65536 G)||bgcolor="#80A3F8"|Speed level||bgcolor="#BBBBBB"|Internal gravity<br>(1/65536 G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|0||1024||bgcolor="#C4E8E8"|220||8192<br />
|-align = center<br />
|bgcolor="#C4E8E8"|30||1536||bgcolor="#C4E8E8"|230||16384<br />
|-align = center<br />
|bgcolor="#C4E8E8"|35||2048||bgcolor="#C4E8E8"|233||24576<br />
|-align = center<br />
|bgcolor="#C4E8E8"|40||2560||bgcolor="#C4E8E8"|236||32768<br />
|-align = center<br />
|bgcolor="#C4E8E8"|50||3072||bgcolor="#C4E8E8"|239||40960<br />
|-align = center<br />
|bgcolor="#C4E8E8"|60||4096||bgcolor="#C4E8E8"|243||49152<br />
|-align = center<br />
|bgcolor="#C4E8E8"|70||8192||bgcolor="#C4E8E8"|247||57344<br />
|-align = center<br />
|bgcolor="#C4E8E8"|80||12288||bgcolor="#C4E8E8"|251||65536 (1G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|90||16384||bgcolor="#C4E8E8"|300||131072 (2G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|100||20480||bgcolor="#C4E8E8"|330||196608 (3G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|120||24576||bgcolor="#C4E8E8"|360||262144 (4G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|140||28672||bgcolor="#C4E8E8"|400||327680 (5G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|160||32768||bgcolor="#C4E8E8"|420||262144 (4G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|170||36864||bgcolor="#C4E8E8"|450||196608 (3G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|200||1024||bgcolor="#C4E8E8"|500||1310720 (20G)<br />
|}<br />
<br />
The following timing values are adjusted to what a player would observe, including inclusive DAS counting (internally DAS delay is counted exclusively and ARE excludes lock flash and the last frame).<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 />
|-<br />
! bgcolor="#80A3F8"|Speed level<br />
! bgcolor="#FFA069"|[[ARE]]<br/>(frames)<br />
! bgcolor="#FFB069"|Line [[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<br />
| bgcolor="#FFD3AC"| 27<br />
| bgcolor="#FFE3AC"| 27<br />
| bgcolor="#FFFF88"|16<br />
| bgcolor="#CCBBFF"|30<br />
| bgcolor="#D7ECC6"|40<br />
|- align = center<br />
| bgcolor="#C4E8E8"|500-599<br />
| bgcolor="#FFD3AC"| 27<br />
| bgcolor="#FFE3AC"| 27<br />
| bgcolor="#FFFF88"|10<br />
| bgcolor="#CCBBFF"|30<br />
| bgcolor="#D7ECC6"|25<br />
|- align = center<br />
| bgcolor="#C4E8E8"|600-699<br />
| bgcolor="#FFD3AC"| 27<br />
| bgcolor="#FFE3AC"| 18<br />
| bgcolor="#FFFF88"|10<br />
| bgcolor="#CCBBFF"|30<br />
| bgcolor="#D7ECC6"|16<br />
|- align = center<br />
| bgcolor="#C4E8E8"|700-799<br />
| bgcolor="#FFD3AC"| 18<br />
| bgcolor="#FFE3AC"| 14<br />
| bgcolor="#FFFF88"|10<br />
| bgcolor="#CCBBFF"|30<br />
| bgcolor="#D7ECC6"|12<br />
|- align = center<br />
| bgcolor="#C4E8E8"|800-899<br />
| bgcolor="#FFD3AC"| 14<br />
| bgcolor="#FFE3AC"| 8<br />
| bgcolor="#FFFF88"|10<br />
| bgcolor="#CCBBFF"|30<br />
| bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|900-999<br />
| bgcolor="#FFD3AC"| 14<br />
| bgcolor="#FFE3AC"| 8<br />
| bgcolor="#FFFF88"|8<br />
| bgcolor="#CCBBFF"|17<br />
| bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1000-1099<br />
| bgcolor="#FFD3AC"| 8<br />
| bgcolor="#FFE3AC"| 8<br />
| bgcolor="#FFFF88"|8<br />
| bgcolor="#CCBBFF"|17<br />
| bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1100-1199<br />
| bgcolor="#FFD3AC"| 7<br />
| bgcolor="#FFE3AC"| 7<br />
| bgcolor="#FFFF88"|8<br />
| bgcolor="#CCBBFF"|15<br />
| bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1200-1799<br />
| bgcolor="#FFD3AC"| 6<br />
| bgcolor="#FFE3AC"| 6<br />
| bgcolor="#FFFF88"|8<br />
| bgcolor="#CCBBFF"|15<br />
| bgcolor="#D7ECC6"|6<br />
|}<br />
<br />
Clearing a section with a [[#"Section COOL"|section COOL]] will boost the speed level by 100.<br />
<br />
Line ARE defines the number of frames of ARE to use after a line clear. At this time it is not known whether the game has similar DAS behaviour during ARE as TAP does.<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<br />
! bgcolor="#FFFF00"|S Grades<br />
! bgcolor="#FFD37C"|M Grades<br />
! bgcolor="#CCBBCF"|Master Grades<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 9<br />
| bgcolor="#FFFF88"| S1<br />
| bgcolor="#FFD3AC"| m1<br />
| bgcolor="#CCBBFF"| Master<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 8<br />
| bgcolor="#FFFF88"| S2<br />
| bgcolor="#FFD3AC"| m2<br />
| bgcolor="#CCBBFF"| MasterK<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 7<br />
| bgcolor="#FFFF88"| S3<br />
| bgcolor="#FFD3AC"| m3<br />
| bgcolor="#CCBBFF"| MasterV<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 6<br />
| bgcolor="#FFFF88"| S4<br />
| bgcolor="#FFD3AC"| m4<br />
| bgcolor="#CCBBFF"| MasterO<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 5<br />
| bgcolor="#FFFF88"| S5<br />
| bgcolor="#FFD3AC"| m5<br />
| bgcolor="#CCBBFF"| MasterM<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 4<br />
| bgcolor="#FFFF88"| S6<br />
| bgcolor="#FFD3AC"| m6<br />
| bgcolor="#CCBBFF"| Grand Master<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 3<br />
| bgcolor="#FFFF88"| S7<br />
| bgcolor="#FFD3AC"| m7<br />
| bgcolor="#CCBBFF"|<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 2<br />
| bgcolor="#FFFF88"| S8<br />
| bgcolor="#FFD3AC"| m8<br />
| bgcolor="#CCBBFF"|<br />
|- align="center"<br />
| bgcolor="#FFFFFF"| 1<br />
| bgcolor="#FFFF88"| S9<br />
| bgcolor="#FFD3AC"| m9<br />
| bgcolor="#CCBBFF"|<br />
|}<br />
<br />
'''Displayed Grade = floor(Internal Grade Boosts + [[#"Section COOL"|Section COOL!!]] + Staff Roll Grade - [[#"Section REGRET"|Section REGRET!!]])'''<br />
<br />
As mentioned earlier, the player's grade is not displayed during the game but only 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 earliest known GM grade was attained by the player 'jin8' on July 28, 2007. Many players had previously believed that the GM grade could not be obtained through standard play.{{citation needed}}<br />
<br />
The Secret Grade GM is awarded for the [[Tetromino art#Greater than|secret "&gt;" 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. Like TAP, the internal grade points are reset to 0 when this happens, wasting any remainder. 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<br />
!bgcolor="#66BB55"|Double<br />
!bgcolor="#FFFF55"|Triple<br />
!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 />
The combo multiplier is different from TAP. The values in each column are the same, but the columns themselves are in a different order, eliminating the odd behavior from TAP where consecutive triples may be awarded more than consecutive Tetrises. Most likely, TAP has the same table 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 />
<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<br />
!bgcolor="#66BB55"|Double<br />
!bgcolor="#FFFF55"|Triple<br />
!bgcolor="#FFA069"|Tetris<br />
|-align = center<br />
| 1<br />
| bgcolor="#C4E8E8"|1.0<br />
| bgcolor="#D7ECC6"|1.0<br />
| bgcolor="#FFFF88"|1.0<br />
| bgcolor="#FFD3AC"|1.0<br />
|-align = center<br />
| 2<br />
| bgcolor="#C4E8E8"|1.0<br />
| bgcolor="#D7ECC6"|1.2<br />
| bgcolor="#FFFF88"|1.4<br />
| bgcolor="#FFD3AC"|1.5<br />
|-align = center<br />
| 3<br />
| bgcolor="#C4E8E8"|1.0<br />
| bgcolor="#D7ECC6"|1.2<br />
| bgcolor="#FFFF88"|1.5<br />
| bgcolor="#FFD3AC"|1.8<br />
|-align = center<br />
| 4<br />
| bgcolor="#C4E8E8"|1.0<br />
| bgcolor="#D7ECC6"|1.4<br />
| bgcolor="#FFFF88"|1.6<br />
| bgcolor="#FFD3AC"|2.0<br />
|-align = center<br />
| 5<br />
| bgcolor="#C4E8E8"|1.0<br />
| bgcolor="#D7ECC6"|1.4<br />
| bgcolor="#FFFF88"|1.7<br />
| bgcolor="#FFD3AC"|2.2<br />
|-align = center<br />
| 6<br />
| bgcolor="#C4E8E8"|1.0<br />
| bgcolor="#D7ECC6"|1.4<br />
| bgcolor="#FFFF88"|1.8<br />
| bgcolor="#FFD3AC"|2.3<br />
|-align = center<br />
| 7<br />
| bgcolor="#C4E8E8"|1.0<br />
| bgcolor="#D7ECC6"|1.4<br />
| bgcolor="#FFFF88"|1.9<br />
| bgcolor="#FFD3AC"|2.4<br />
|-align = center<br />
| 8<br />
| bgcolor="#C4E8E8"|1.0<br />
| bgcolor="#D7ECC6"|1.5<br />
| bgcolor="#FFFF88"|2.0<br />
| bgcolor="#FFD3AC"|2.5<br />
|-align = center<br />
| 9<br />
| bgcolor="#C4E8E8"|1.0<br />
| bgcolor="#D7ECC6"|1.5<br />
| bgcolor="#FFFF88"|2.1<br />
| bgcolor="#FFD3AC"|2.6<br />
|-align = center<br />
| 10<br />
| bgcolor="#C4E8E8"|1.0<br />
| bgcolor="#D7ECC6"|2.0<br />
| bgcolor="#FFFF88"|2.5<br />
| 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<br />
!bgcolor="#CC88FF"|Multiplier<br />
|-align = center<br />
| bgcolor="#C4E8E8"|000-249<br />
| bgcolor="#CCBBFF"|1<br />
|-align = center<br />
| bgcolor="#C4E8E8"|250-499<br />
| bgcolor="#CCBBFF"|2<br />
|-align = center<br />
| bgcolor="#C4E8E8"|500-749<br />
| bgcolor="#CCBBFF"|3<br />
|-align = center<br />
| bgcolor="#C4E8E8"|750-999<br />
| 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 receives 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 />
| valign="top" |<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<br />
!bgcolor="#66BB55"|Section Time<br />
|-<br />
| bgcolor="#C4E8E8"|0-70<br />
| bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-170<br />
| bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-270<br />
| bgcolor="#D7ECC6"|49:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-370<br />
| bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-470<br />
| bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-570<br />
| bgcolor="#D7ECC6"|42:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-670<br />
| bgcolor="#D7ECC6"|42:00<br />
|-<br />
| bgcolor="#C4E8E8"|700-770<br />
| bgcolor="#D7ECC6"|38:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-870<br />
| bgcolor="#D7ECC6"|38:00<br />
|-<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; text-align:center"<br />
|+'''Section REGRET conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level<br />
!bgcolor="#FFA069"|Section time<br />
|-<br />
| bgcolor="#C4E8E8"|0-99<br />
| bgcolor="#FFD3AC"|1:30:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-199<br />
| bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-299<br />
| bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-399<br />
| bgcolor="#FFD3AC"|1:08:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-499<br />
| bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-599<br />
| bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-699<br />
| bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|700-799<br />
| bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-899<br />
| bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|900-999<br />
| bgcolor="#FFD3AC"|50:00<br />
|-<br />
|}<br />
|}<br />
<br />
===== Staff roll grading system =====<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 />
|-<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)<br />
| bgcolor="#C4E8E8"|0.04<br />
| bgcolor="#C4E8E8"|0.1<br />
|-<br />
| bgcolor="#66BB55"|2 (double)<br />
| bgcolor="#D7ECC6"|0.08<br />
| bgcolor="#D7ECC6"|0.2<br />
|-<br />
| bgcolor="#FFFF55"|3 (triple)<br />
| bgcolor="#FFFF88"|0.12<br />
| bgcolor="#FFFF88"|0.3<br />
|-<br />
| bgcolor="#FFA069"|4 (tetris)<br />
| bgcolor="#FFD3AC"|0.26<br />
| bgcolor="#FFD3AC"|1.0<br />
|-<br />
| bgcolor="#FF8999"|Clear*<br />
| bgcolor="#FFB2AC"|0.50<br />
| bgcolor="#FFB2AC"|1.6<br />
|}<br />
<br />
:<nowiki>*</nowiki>Clear denotes whether the player survived the staff roll or not.<br />
<br />
==== User accounts and exams ====<br />
A feature new to TGM3 is the ability to hold user accounts. When a player starts the game, they will be asked to either log in, create a new account, or play without using an account. Small advantages of this include not having to enter your initials at the end of every record-setting game as well as having a set of personal bests for each mode always on display in the top right corner of the play area.<br />
<br />
The larger point of having user accounts is to assign each player a "qualified class" for Master Mode. In short, a player begins at the lowest class of 9, but if they consistently receive a grade in Master Mode higher than their current qualification, the game will randomly decide whether to give the player a "Promotional Exam" for a higher grade upon each new game. If the player passes, which is merely a matter of attaining that exam's grade or higher, then their new qualified class will be increased to that grade.<br />
<br />
If the game decides to give the player a promotional exam upon the start of a new game of Master Mode, the tetrion will shake for a moment, the frame will turn gold and text will appear describing the class for which the player is receiving an exam. If the game ends for any reason, the tetrion will shake again and text will appear telling the player whether they passed or failed.<br />
<br />
The player can also receive a "Demotion Exam" if the player routinely ends games around six or more grades lower than their qualified grade. Its announcement is much more subtle than a promotional exam. It begins almost exactly like a normal game of Master Mode, but the tetrion will shake mildly at regular intervals during play. The objective is the same: The player must do well enough to get the grade that corresponds to their class in order to keep it. If the player does not make at least that grade, then their class will be reduced by one. The higher the player's class is, the easier it is to be demoted.<br />
<br />
To be eligible for a Promotional Exam, the average of the player's second, third, and fourth best grades out of their last seven games (rounded down) must be higher than their current class. If an exam is given, then the class for which the player is being examined will be the aforementioned average.<ref>http://harddrop.com/forums/index.php?showtopic=7350</ref><br />
<br />
==== Grand Master promotion exam requirements ====<br />
If the player exhausts the potential of all three grade systems, attaining all nine Section COOLs, and earning at least six grade points in the invisible roll, the player will still only be awarded MasterM. The Grand Master grade can only be first awarded through a promotional exam. Given the requirements to receive an exam, the player's best four performances in their last seven games must all be Grand Master-worthy. Finally, in addition to clearing enough lines in the staff roll to get Grand Master, the player must also survive it to pass the exam.<br />
<br />
It is necessary to be currently qualified as MasterM before registering games in the profile history eligible for Grand Master promotion.<br />
<br />
Once the player has a qualified class of Grand Master, then the grade can be awarded in normal play, rather than being 'invisibly' converted down to MasterM. However, if the player is later demoted from Grand Master, they must receive and pass a Promotional Exam again to return to receiving Grand Master grades.<br />
<br />
=== Shirase ===<br />
Shirase follows in the footsteps of T.A. 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, similar to the [[Tetris (Electronika 60)|Electronika 60 version]]; the blocks are colored white (Classic Rule) or green (World Rule). When locked, these lack the usual bright colored outline that helps discern the shape of the stack, and they simply disappear rather than displaying a colorful explosion upon a line clear.<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 REGRETs" during play, the game will deduct a grade for each one. A REGRET! will be announced if a section time exceeds 1 minute.<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 S grades instead of the usual number grades, progressing through the m grades with the final grade still being GM.<br />
<br />
The Shirase credit roll is a 20G, big tetromino challenge (all tetromino are twice their normal size). Reaching the credit roll awards a green line for the highscore table, while clearing the roll awards an orange line.<br />
<br />
Ichiro Mihara, creator of the series, has stated in his blog that level 1300 is in fact its own [[torikan]] and that it is possible to reach levels beyond 1300. This has since been disproven through reverse engineering the game's data, and verifying that no grades beyond S13 exist.<br />
<br />
==== Speed timings ====<br />
Gravity is fixed at 20G. As above, the following delays have been adjusted.<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 />
|-<br />
! bgcolor="#80A3F8"|Level<br />
! bgcolor="#FFA069"|[[ARE]]<br/>(frames)<br />
! bgcolor="#FFB069"|Line [[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<br />
| bgcolor="#FFD3AC"|12<br />
| bgcolor="#FFE3AC"| 8<br />
| bgcolor="#FFFF88"|10<br />
| bgcolor="#CCBBFF"|18<br />
| bgcolor="#D7ECC6"|6<br />
|-<br />
| bgcolor="#C4E8E8"|100 - 199<br />
| bgcolor="#FFD3AC"|12<br />
| bgcolor="#FFE3AC"| 7<br />
| bgcolor="#FFFF88"|8<br />
| bgcolor="#CCBBFF"|18<br />
| bgcolor="#D7ECC6"|5<br />
|-<br />
| bgcolor="#C4E8E8"|200 - 299<br />
| bgcolor="#FFD3AC"|12<br />
| bgcolor="#FFE3AC"| 6<br />
| bgcolor="#FFFF88"|8<br />
| bgcolor="#CCBBFF"|17<br />
| bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|300 - 499<br />
| bgcolor="#FFD3AC"|6<br />
| bgcolor="#FFE3AC"| 6<br />
| bgcolor="#FFFF88"|8<br />
| bgcolor="#CCBBFF"|15<br />
| bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|500 - 599<br />
| bgcolor="#FFD3AC"|6<br />
| bgcolor="#FFE3AC"| 5<br />
| bgcolor="#FFFF88"|6<br />
| bgcolor="#CCBBFF"|13<br />
| bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|600 - 1099<br />
| bgcolor="#FFD3AC"|6<br />
| bgcolor="#FFE3AC"| 5<br />
| bgcolor="#FFFF88"|6<br />
| bgcolor="#CCBBFF"|12<br />
| bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1100 - 1199<br />
| bgcolor="#FFD3AC"|6<br />
| bgcolor="#FFE3AC"| 5<br />
| bgcolor="#FFFF88"|6<br />
| bgcolor="#CCBBFF"|10<br />
| bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1200 - 1299<br />
| bgcolor="#FFD3AC"|6<br />
| bgcolor="#FFE3AC"| 5<br />
| bgcolor="#FFFF88"|6<br />
| bgcolor="#CCBBFF"|8<br />
| bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1300<br />
| bgcolor="#FFD3AC"|6<br />
| bgcolor="#FFE3AC"| 6<br />
| bgcolor="#FFFF88"|6<br />
| bgcolor="#CCBBFF"|15<br />
| bgcolor="#D7ECC6"|6<br />
|}<br />
<br />
==== Rising garbage ====<br />
From level 500 to 1000, the player will periodically receive single lines of garbage that duplicate the bottom row of the playing field. With each passing section, the rate at which this garbage is dealt increases.<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 />
|+<br />
! bgcolor="#BBBBBB"|Section<br />
! bgcolor="#BBBBBB"|500-599<br />
! bgcolor="#BBBBBB"|600-699<br />
! bgcolor="#BBBBBB"|700-799<br />
! bgcolor="#BBBBBB"|800-899<br />
! bgcolor="#BBBBBB"|900-999<br />
|-<br />
| bgcolor="#BBBBBB"|Quota<br />
| bgcolor="#BBBBBB"|20<br />
| bgcolor="#BBBBBB"|18<br />
| bgcolor="#BBBBBB"|10<br />
| bgcolor="#BBBBBB"|9<br />
| bgcolor="#BBBBBB"|8<br />
|}<br />
<br />
For each piece spawned, a counter is incremented by one. For each line cleared, this counter is decreased by one. If during ARE the counter is equal to or greater than the section's quota, a line of garbage is dealt before the next piece spawns and the counter is reset to 0. Clearing lines while the counter is already at 0 will have no effect as the counter cannot go lower than 0. The counter is not reset between sections.<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 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 cumulative number of 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-cumulative.<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 />
== Medal conditions ==<br />
{| class="wikitable"<br />
|+'''Medal conditions<ref>http://www.tetrisconcept.com/forum/viewtopic.php?t=624</ref>'''<br />
! Medal<br />
! style="background: #c78f57"|Bronze<br />
! Silver<br />
! style="background: #f3d74f"|Gold<br />
|-<br />
! AC ([[Glossary#A|All Clear]])<br />
| bgcolor="#f1c69b"| Complete 1 [[Glossary#B|Bravo]]<br />
| Complete 2 [[Glossary#B|Bravos]]<br />
| bgcolor="#fff7ae"| Complete 3 [[Glossary#B|Bravos]]<br />
|-<br />
! ST (Section Time)<br />
| bgcolor="#f1c69b"| Approach section time record (<10 seconds slower)<br />
| Approach section time record (<5 seconds slower)<br />
| bgcolor="#fff7ae"| Beat section time record<br />
|-<br />
! SK (Skill)<br />
| bgcolor="#f1c69b" style="padding: 0;" |<br />
{| class="wikitable" style="width: calc(100% + 2px); margin: -1px -1px -1px -1px; border: 1px solid #333333; background-color: transparent;"<br />
! style="background: #c78f57"|Master<br />
| width="100%" | 15 Tetrises<br />
|-<br />
! style="background: #c78f57"|Shirase<br />
| width="100%" | 5 Tetrises<br />
|}<br />
| style="padding: 0;" |<br />
{| class="wikitable" style="width: calc(100% + 2px); margin: -1px -1px -1px -1px; border: 1px solid #333333;"<br />
! Master<br />
| width="100%" | 25 Tetrises<br />
|-<br />
! Shirase<br />
| width="100%" | 10 Tetrises<br />
|}<br />
| bgcolor="#fff7ae" style="padding: 0;" |<br />
{| class="wikitable" style="width: calc(100% + 2px); margin: -1px -1px -1px -1px; border: 1px solid #333333; background-color: transparent;"<br />
! style="background: #f3d74f"|Master<br />
| width="100%" | 40 Tetrises<br />
|-<br />
! style="background: #f3d74f"|Shirase<br />
| width="100%" | 15 Tetrises<br />
|}<br />
|-<br />
! CO ([[Combo]])<br />
| bgcolor="#f1c69b"| Reach a combo of 4.{{efn|group=lower-roman|name=medal-4|Single line clears keep the current combo active, but do not add to it.}}<br />
| Reach a combo of 5.{{efn|group=lower-roman|name=medal-4}}<br />
| bgcolor="#fff7ae"|Reach a combo of 7.{{efn|group=lower-roman|name=medal-4}}<br />
|}<br />
<br />
{{notelist|group=lower-roman}}<br />
<br />
== Messages ==<br />
<br />
When playing the game, certain text messages may momentarily show up below the playfield.<br />
<br />
=== COOL ===<br />
Exclusive to Master mode, there are currently 3 known triggers of the COOL!! message. They cannot be visually distinguished, but they are known to show up when certain conditions are met. All names below are unofficial.<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 />
The player's grade is incremented by 1 when they finish 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. No other types of COOLs influence the player's grade.<br />
<br />
==== "Tetris COOL" ====<br />
A "Tetris COOL" appears when the player has made a certain number of Tetrises during a section. The required number is 3 times in 0-99, 6 times in 100-199, and 4 times in all subsequent sections. Tetrises that span across sections are not counted for either the previous section or the new section. This means that for a Tetris to count towards a "Tetris COOL", the move must occur 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 likely 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 REGRET"), and only leaves about 8 to spare on the level counter.<br />
<br />
==== "Special COOL" ====<br />
A "Special COOL" appears approximately two seconds after when the player performs certain moves:<br />
<br />
* more than 3 Tetrises in a row, one right after the other<br />
* more than 2 T-Spins in a row, one right after the other<br />
* a [[T-Spin Triple]] (only possible with SRS)<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]], they will get two COOLs in a row.<br />
<br />
=== REGRET ===<br />
REGRET messages note a failing in the player's performance. There are 2 known kinds of REGRET! messages in the game. In addition to Master mode, REGRETs can also show up in Shirase mode. Again, all names are unofficial.<br />
<br />
==== "Section REGRET" ====<br />
A "Section REGRET" appears when the player takes 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 the same for both Classic and World rule modes. When a "Section REGRET" appears, the player's grade will be decremented by 1.<br />
<br />
==== "Hole REGRET" ====<br />
A "Hole REGRET" appears when the playfield is in a suboptimal state, such as with numerous holes and possibly steps in the landscape; the exact mechanics of this detection are undocumented. It appears immediately after locking a piece, or clearing a line. These can happen multiple times per section, and do not affect the player's grade.<br />
<br />
=== T-SPIN ===<br />
These messages can appear in any mode, and simply indicate that the player has just cleared a line(s) with a [[T-spin]]. Unlike most other games, the requirements for a move to be considered a T-spin are extremely lenient; the player simply has to clear one or more lines with a T tetrimino where the last move performed was a rotation; there are no wall or corner placement rules.<br />
<br />
== Codes ==<br />
Key: L = Left, R = Right<br />
*'''Big Mode (Master mode only)''': LLRRLRLR<br />
<br />
This code only works when the player has not loaded any account data; thus, records achieved in this mode are not saved. The code is entered at the mode select screen before selecting Master mode. Big Mode doesn't grant section cools, limiting the max grade entering the credits roll to S9 and thus forcing the disappearing roll. The grades awarded for credits line clears are 0.08 for singles, 0.26 for doubles, 0.34 for triples, and 0.42 for tetrises.<br />
<br />
*'''Random Piece Sequence''': A+B+C+D<br />
<br />
This code only works on an account that has completed Sakura mode before. Hold down all 4 buttons as you select Sakura mode to get a random piece sequence instead of the predetermined one.<br />
<br />
== See also ==<br />
* [[List of Terror-Instinct Grand Masters]]<br />
<br />
== Names in other languages ==<br />
{{foreign names<br />
|Jap=テトリス ザ・グランドマスター3 -Terror Instinct-<br />
|JapR=Tetorisu za Gurandomasutaa 2 Teraa Insutinkuto<br />
|JapM=Tetris The Grand Master 3 Terror-Instinct<br />
}}<br />
<br />
== References ==<br />
<references /><br />
<br />
== External links ==<br />
* [https://web.archive.org/web/20100105182100/http://www.arika.co.jp/product/tgm3/ Archive of official website]<br />
* [https://docs.google.com/document/d/11J4BAxrkzxI5VYa1dt7oLuWEhI0yhv8OnNpgfbdKS7U Easy mode score formula]<br />
<br />
{{Arika games}}<br />
<br />
[[Category:Official Tetris games]]<br />
[[Category:Arcade games]]<br />
[[Category:Arcade-only games]]</div>Aperturegrillzhttp://tetris.wiki/index.php?title=Tetris_The_Absolute_The_Grand_Master_2&diff=21491Tetris The Absolute The Grand Master 22020-04-15T03:21:27Z<p>Aperturegrillz: /* Doubles */</p>
<hr />
<div>{{Infobox |title = Tetris The Absolute The Grand Master 2<br />
|developer = [[Arika]]<br />
|publisher = Psikyo<br />
|released = '''''TGM2'''''{{release|JP|October, 2000}}'''''PLUS'''''{{release|JP|December, 2000}}<br />
|platform = Arcade<br />
|boxart = TAP flyer.jpg<br />
|caption = Arcade flyer for ''Tetris The Absolute The Grand Master 2 PLUS''<br />
|title-scrn = Arika_tap_title.jpg<br />
|ingame-scrn = Arika_tap_ingame.jpg<br />
|playfield = 10 &times; 20<br />
|preview = 1<br />
|hold = No<br />
|hard = Yes (Sonic Drop)<br />
|system = [[TGM rotation]]<br />
}}<br />
'''''Tetris The Absolute The Grand Master 2'''''{{efn|Known in Japan as: ''Tetorisu Ji Abusoryūto Za Gurandomasutā 2'' (テトリス ジ・アブソリュート ザ・グランドマスター2)}} (also known as '''''T.A.''''', and '''''TGM2''''') is [[Arika]]'s second title in the [[TGM series]]. It is an arcade game published by Psikyo in October 2000. ''The Grand Master 2'' introduced the less-intimidating Normal mode to attract more casual gamers, as well as an all-new grading system in Master mode, the continuation of ''[[TGM]]'s'' original gameplay.<br />
<br />
Two months later in the same year, a free upgrade of the game, titled '''''Tetris The Absolute The Grand Master 2 PLUS''''' (also known as '''''TAP''''', and '''''TGM2''''') was released, which added TGM+, T.A. Death, and increased the GM requirements for Master mode. It is very rare to find a ''The Grand Master 2'' arcade PCB that has not been updated to the PLUS version.<br />
<br />
== Gameplay ==<br />
Sonic lock, a [[Drop#Hard drop|hard drop]] that doesn't lock, was added to the base ''TGM'' gameplay, which improves low gravity gameplay by allowing [[Zangi-move]]s.<br />
<br />
== Game modes ==<br />
<br />
=== Normal ===<br />
Normal mode plays similarly to Master mode in gravity and speed timings, but ends at level 300. At levels 100 and 200 an item block is given to the player. "Free Fall," which eliminates all holes, is given at 100. "Del Even," which clears every other row throughout the field is given at 200. The credit roll challenge is a slow 20g, but playing through it is not required for a "Clear". For this mode, the player's score is multiplied by six.<br />
<br />
==== Speed timings ====<br />
The unit for [[gravity]] is [[Glossary#G|G]] (rows per frame), as a [http://en.wikipedia.org/wiki/Fixed-point_arithmetic fraction with a constant denominator] of 256. This means '''G = Internal Gravity/256'''. For example, at levels 90 through 99, the gravity is 64/256G, or 1/4G.<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"|149||48<br />
|-align = center<br />
|bgcolor="#C4E8E8"|8||5||bgcolor="#C4E8E8"|156||80<br />
|-align = center<br />
|bgcolor="#C4E8E8"|19||6||bgcolor="#C4E8E8"|164||112<br />
|-align = center<br />
|bgcolor="#C4E8E8"|35||8||bgcolor="#C4E8E8"|174||128<br />
|-align = center<br />
|bgcolor="#C4E8E8"|40||10||bgcolor="#C4E8E8"|180||144<br />
|-align = center<br />
|bgcolor="#C4E8E8"|50||12||bgcolor="#C4E8E8"|200||16<br />
|-align = center<br />
|bgcolor="#C4E8E8"|60||16||bgcolor="#C4E8E8"|212||48<br />
|-align = center<br />
|bgcolor="#C4E8E8"|70||32||bgcolor="#C4E8E8"|221||80<br />
|-align = center<br />
|bgcolor="#C4E8E8"|80||48||bgcolor="#C4E8E8"|232||112<br />
|-align = center<br />
|bgcolor="#C4E8E8"|90||64||bgcolor="#C4E8E8"|244||144<br />
|-align = center<br />
|bgcolor="#C4E8E8"|100||4||bgcolor="#C4E8E8"|256||176<br />
|-align = center<br />
|bgcolor="#C4E8E8"|108||5||bgcolor="#C4E8E8"|267||192<br />
|-align = center<br />
|bgcolor="#C4E8E8"|119||6||bgcolor="#C4E8E8"|277||208<br />
|-align = center<br />
|bgcolor="#C4E8E8"|125||8||bgcolor="#C4E8E8"|287||224<br />
|-align = center<br />
|bgcolor="#C4E8E8"|131||12||bgcolor="#C4E8E8"|295||240<br />
|-align = center<br />
|bgcolor="#C4E8E8"|139||32||bgcolor="#C4E8E8"|300||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'''{{efn|<br />
RAM Locations:<br />
*06064BF1: Current internal speed value (16-bit)<br />
*06064BE0: Current Lock Delay value<br />
*06064BE1: DAS counter}}{{efn|name=das|<br />
The following timing values are adjusted to what a player would observe, including inclusive DAS counting (internally DAS delay is counted exclusively and ARE excludes lock flash and the last frame).}}<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 - 300 || bgcolor="#FFD3AC"|27 || bgcolor="#FFFF88"|16 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|40<br />
|}<br />
<br />
=== Master ===<br />
Master mode is [[Arika]]'s evolution of the original ''[[Tetris The Grand Master]]'' gameplay. In ''TGM'' the speed timings remain the same for the entire length of the game. New to ''The Absolute'' is shrinking delays that speed up the game after level 500. The length of the game remains the same, with players trying to complete 999 levels.<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'''<ref>http://www.tetrisconcept.com/forum/viewtopic.php?p=11130#11130</ref><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'''{{efn|name=das}}<br />
! bgcolor="#80A3F8"|Level<br />
! bgcolor="#FFA069"|[[ARE]]<br>(frames)<br />
! bgcolor="#FFB069"|Line [[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"| 27 || bgcolor="#FFE3AC"| 27 || bgcolor="#FFFF88"|16 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|40<br />
|- align = center<br />
| bgcolor="#C4E8E8"|500 - 600 || bgcolor="#FFD3AC"| 27 || bgcolor="#FFE3AC"| 27 || bgcolor="#FFFF88"|10 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|25<br />
|- align = center<br />
| bgcolor="#C4E8E8"|601 - 700 || bgcolor="#FFD3AC"| 27 || bgcolor="#FFE3AC"| 18 || bgcolor="#FFFF88"|10 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|16<br />
|- align = center<br />
| bgcolor="#C4E8E8"|701 - 800 || bgcolor="#FFD3AC"| 18 || bgcolor="#FFE3AC"| 14 || bgcolor="#FFFF88"|10 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|12<br />
|- align = center<br />
| bgcolor="#C4E8E8"|801 - 899 || bgcolor="#FFD3AC"| 14 || bgcolor="#FFE3AC"| 8 || bgcolor="#FFFF88"|10 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|900 || bgcolor="#FFD3AC"| 14 || bgcolor="#FFE3AC"| 8 || bgcolor="#FFFF88"|10 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|901 - 999 || bgcolor="#FFD3AC"| 14 || bgcolor="#FFE3AC"| 8 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|17 || bgcolor="#D7ECC6"|6<br />
|}<br />
<br />
Line ARE defines the number of frames of ARE to use after a line clear. The player's DAS charge is unmodified during line clear delay, the first frame of "lock flash" that occurs during the beginning of ARE without a line clear, and one frame of level-increment delay a little before the next piece spawns, and the frame a piece spawns.<br />
<br />
==== Grade Recognition System ====<br />
{{main|Grade Recognition System}}<br />
A new version of GRS (Grade Recognition System) was developed for ''The Absolute''. This time, instead of the player's score, their speed and skill are taken into account. Additionally, the GM grade requirements have been expanded, including Tetris line clear requirements, faster completion time, and an invisible credit roll challenge, which is called the M-Roll.<br />
<br />
In ''The Absolute'', grades go from 9&ndash;1, S1&ndash;S9, M, GM.<br />
<br />
==== Credit roll ====<br />
{{See also|Grade Recognition System#Credit roll}}<br />
If a player completes 999 levels, the playfield is cleared, and a new challenge starts, with the credits rolling behind the stack. There are two credit rolls in ''The Absolute Plus'', the Fading Roll, and the M-Roll. The Fading Roll is a 1 minute challenge, where pieces in the stack will fade out four seconds after locking. If a player clears the Fading Roll, their rank will be underlined with an orange line, which ranks above green lines, or players who did not clear the Fading Roll with the same grade, regardless of completion time.<br />
<br />
If the player unlocks the M-Roll, they are met with an invisible challenge. Pieces turn invisible as soon as they lock down. If the player fails to clear, they are awarded the M grade. If the player clears the M-Roll with less than 32 line clears, they are awarded a Green line GM grade. Surviving the M-Roll with 32 or more line clears will award the player an Orange line GM, the highest possible grade.<br />
<br />
=== TGM+ ===<br />
<div style="float: right; margin-left: 1em; margin-bottom: 1em;"><br />
<playfield><br />
.GGGGGGGGG<br />
.GGGGGGGGG<br />
.GGGGGGGGG<br />
.GGGGGGGGG<br />
GGGGGGGGG.<br />
GGGGGGGGG.<br />
GGGGGGGGG.<br />
GGGGGGGGG.<br />
..GGGGGGGG<br />
.GGGGGGGGG<br />
.GGGGGGGGG<br />
GGGGGGGG..<br />
GGGGGGGGG.<br />
GGGGGGGGG.<br />
GG.GGGGGGG<br />
G..GGGGGGG<br />
G.GGGGGGGG<br />
GGGGGGG.GG<br />
GGGGGGG..G<br />
GGGGGGGG.G<br />
GGGG..GGGG<br />
GGGG..GGGG<br />
GGGG.GGGGG<br />
GGG...GGGG<br />
</playfield></div>TGM+ is a rising garbage mode, similar to Sega's ''[[Bloxeed]]''. Players must dig through to survive as they progress through the 999 levels. This mode has speed timings similar to ''TGM''. An internal counter is incremented every time a tetromino is locked down without clearing lines; once this counter reaches <math>13 - \left \lfloor \text {level} / 100 \right \rfloor</math>, a row of garbage rises from the floor of the playfield, and the counter resets.{{efn|RAM Locations:<br />
*06064C30: Number of tetrominoes played without line clears<br />
*06064C31: Position in garbage sequence}} The garbage follows the fixed pattern shown here, looping every 24 rows.<br />
<br />
Unlike other modes, TGM+ has no grades, medals, or ranking. A credit roll is played upon reaching level 999, but similarly to ''TGM'', it is not neccessary to survive the credit roll. After the credit roll, a message "Excellent!" is displayed.<br />
<br />
Gravity is the same as Master mode, while speed timings are the same as Normal mode.<br />
<br />
=== T.A. Death ===<br />
In T.A. Death, gravity is fixed at 20G for the entirety of the game. Combined with increased speed timings, it is one of the most difficult modes to complete in the series.<br />
<br />
A video originally titled "Death 800", features a player breaking level 800, went viral under the name "Tetris Japan Finals". This video created widespread knowledge of the game, and is responsible for introducing many of the first Western players to the series.<ref>http://youtube.com/watch?v=J_YqwAzbWRE</ref><br />
<br />
==== Ranking ====<br />
Only two grades are achievable: M and Gm. The conditions are: <br />
* The player must reach level 500 under (or equal to) 3:25:00, the M grade is given and the game will continue to 999.<br />
* Gm is awarded at 999 regardless of time or score. The game continues through the credits, with no effect when playing on or blocking out.<br />
<br />
Because of a [[torikan]], if the player reaches level 500 with a time greater than 3:25:00, the timer will stop and the credits will roll. The player is given an "Excellent!" but no grade.<br />
<br />
==== Speed timings ====<br />
Though Death mode has a fixed gravity of 20G, there are 4 other timings that shape the flow and speed of play.<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'''{{efn|name=das}}<br />
! bgcolor="#80A3F8"|Level<br />
! bgcolor="#FFA069"|[[ARE]]<br>(frames)<br />
! bgcolor="#FFB069"|Line [[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 - 100 || bgcolor="#FFD3AC"|18 || bgcolor="#FFE3AC"| 14 || bgcolor="#FFFF88"|12 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|12<br />
|- align = center<br />
| bgcolor="#C4E8E8"|101 - 199 || bgcolor="#FFD3AC"|14 || bgcolor="#FFE3AC"| 8 || bgcolor="#FFFF88"|12 || bgcolor="#CCBBFF"|26 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|200 || bgcolor="#FFD3AC"|14 || bgcolor="#FFE3AC"| 8 || bgcolor="#FFFF88"|11 || bgcolor="#CCBBFF"|26 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|201 - 299 || bgcolor="#FFD3AC"|14 || bgcolor="#FFE3AC"| 8 || bgcolor="#FFFF88"|11 || bgcolor="#CCBBFF"|22 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|300 || bgcolor="#FFD3AC"|14 || bgcolor="#FFE3AC"| 8 || bgcolor="#FFFF88"|10 || bgcolor="#CCBBFF"|22 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|301 - 399 || bgcolor="#FFD3AC"| 8 || bgcolor="#FFE3AC"| 8 || bgcolor="#FFFF88"|10 || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|400 || bgcolor="#FFD3AC"| 8 || bgcolor="#FFE3AC"| 8 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|401 - 499 || bgcolor="#FFD3AC"| 7 || bgcolor="#FFE3AC"| 7 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|5<br />
|- align = center<br />
| bgcolor="#C4E8E8"|500 - 999 || bgcolor="#FFD3AC"| 6 || bgcolor="#FFE3AC"| 6 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|4<br />
|}<br />
<br />
As a result of these timings, there is no time penalty for clearing singles instead of Tetrises from level 100&ndash;299. As these values decrease, the options for piece placement gradually reduce, becoming a subset of what was once possible in regular 20G.<br />
<br />
=== Doubles ===<br />
Doubles is a two player cooperative mode that puts both players in one well that is 14 units wide instead of 10. In TAP, it is selectable from the menu. In ''The Grand Master 2'', it was accessed one player holding down the start button on their side while the other player pressed the other start button to join in. In ''TAP'', one credit pays for both players.<br />
<br />
Each player has a separate level counter and lines they clear are only added to their level. Both players must reach level 300 to complete the game. Like in Normal, there are no level stops at 99 or 199, but each player must clear a line to go from 299 to 300. Whichever player reaches 300 first enters the credit roll speed of 20G until the other player also reaches 300, at which point the timer stops and the credits start. It is quite difficult to survive for long in 20G with such a wide well, so winning requires a fine degree of coordination between the players so that they both clear a line to advance to 300 at nearly the same time. Also like Normal, the credit roll can be fast-forwarded by holding down Start, and surviving it does not matter; the score is awarded a green line regardless.<br />
<br />
Doubles has some bugs regarding input handling which can result in one player's DAS being instantly charged or their inputs being ignored. These are not currently fully understood, but seem to have to do with inputs that occur on the same frame that one's partner clears a line. There is also odd-looking behavior which could be considered a bug when one player places a piece on top of the other player's piece which clears a line.<br />
<br />
=== Versus ===<br />
{{see also|Tetris The Grand Master#Vs. Mode}}<br />
The versus mode in ''The Absolute'' works in a very much like its predecessor, ''The Grand Master''. Each player plays in their own playfield. Clearing two or more lines will cause garbage lines to be sent to the bottom of their opponent's playfield. Unlike garbage in other Tetris games, the garbage holes correspond to the location of the line clearing piece. This means that the usual playing style of the series, of leaving a column down the right for Tetrises is not as beneficial, because if both players do it then any garbage sent will line up with the opponent's Tetris hole. Alternating sides, or using other pieces to clear lines will send garbage that is more difficult to the opponent to clear. Versus mode in ''Bloxeed'' and ''[[DuelTris]]'' worked similarly.<br />
<br />
All of the four single player modes can be played in Versus mode, although a Normal mode game will be temporarily converted to Master for the duration of the match, signified by the playfield frame changing from grey stone to grey metal. Normal, Master and Death use their respective speed curves for each player. TGM+ mode has garbage rising automatically from the bottom, in the same way it does on single-player.<br />
<br />
To start a versus match, either player picks a mode, and starts as if playing alone. When the second player pushes their respective start button (assuming there is a credit) they will be asked if they want to challenge the other player. If they choose 'yes', then the other player will lose their game, "Here comes a new challenger" will scroll across the screen, and versus mode will start in whatever mode the first player was playing in. To prevent unwanted versus games, the first player can press their start button, which will cause "No more challenger" to display on the opposite field. Pressing the start button again cancels this effect. If a second player starts while "No more challenger" is displayed, then it will skip the challenge menu and go straight to the mode select.<br />
<br />
For versus the default target level is 200, and time limit of 2:40:00. The target level can be changed in the game setup (in 100 level increments), with the time increasing or decreasing by 1:20:00 for every 100 levels. If a player tops out their field, then they lose. If neither player tops out their field in the allocated time limit, then the winner is the player with the highest level. If a player reaches the target level then the game ends and they are declared the winner. By default, the overall winner is the first player to win two games, but this can be changed in the game setup.<br />
<br />
Items can be turned off by each player holding their respective start buttons as Versus mode is initiated. If A+B is also held down on both players, garbage is also turned off completely, activating what the game calls "Cement mode."<br />
<br />
==== Items ====<br />
Each player has a green bar to the side of their field. With each piece placement, this bar increases slightly. When the bar is filled, after placing 20 pieces, the next piece the player receives will be an item piece. The shape of the piece is retained, but the appearance of the individual composite blocks will be different, depending on the item. The piece is placed normally, and the item is used automatically when a line containing part of the item piece is cleared. ''Bloxeed'' was the inspiration for items,{{citation needed}} which many of the powerups, like the 16 ton weight, and delete even where the basis of items in ''The Absolute''. Unlike ''Bloxeed'', ''DuelTris'', and ''[[Tetris DS]]'', the entire piece counts as the item, instead of only one block of it.<br />
<br />
Pieces are chosen using a bag system, with each item having their own weight. Items with a heavier weight are less likely to be chosen first, and is generally why "Dark" is the last item to be dealt in the bag. Once the bag is depleted, it is repeated a second time.<br />
<br />
Most of the items from ''The Grand Master'' are reused. SPIN FIELD and PRESS FIELD were removed, and COLOR BLOCK, DARK BLOCK, and MIRROR BLOCK were added.<br />
<br />
{| class="wikitable"<br />
|+<br />
! style="background-color: #ffd3ac;" colspan="2" | Attack items<br />
|-<br />
|DEATH BLOCK<br />
|Makes the opponent's next block big.<br />
|-<br />
|NEGA FIELD<br />
|Flip the playfield's occupied cells to empty, and empty cells to occupied.<br />
|-<br />
|180° FIELD<br />
|Rotate the playfield upside down and move the newly rotated cells down.<br />
|-<br />
|SHOT GUN!<br />
|Randomly shoot a group of holes in the opponent's stack.<br />
|-<br />
|HARD BLOCK<br />
|The opponent's next piece must be cleared twice to be removed from the playfield.<br />
|-<br />
|LASER BLOCK<br />
|Remove a column of holes in the opponent's stack. The attacker many move the laser by pressing left and right.<br />
|-<br />
|ROLL ROLL<br />
|The opponent's next 3 pieces are auto rotating by a fixed interval.<br />
|-<br />
|TRANS FORM<br />
|The opponent's next 3 pieces will change [[tetromino]] every time the piece is rotated.<br />
|-<br />
|X-RAY<br />
|A partially invisible effect is applied to the opponent's stack for a short period.<br />
|-<br />
|COLOR BLOCK<br />
|A partially invisible effect is applied to the opponent's stack for a very short period.<br />
|-<br />
|DARK BLOCK<br />
|Stack becomes fully invisible for a medium period.<br />
|-<br />
|MIRROR BLOCK<br />
|The opponent's stack is mirrored 3 times for each new piece, leaving it mirrored after the 3rd piece.<br />
|-<br />
! style="background-color: #c4e8e8;" colspan="2" | Defense items<br />
|-<br />
|↑ DEL FIELD<br />
|Deletes the upper half of the player's playfield.<br />
|-<br />
|↓ DEL FIELD<br />
|Deletes the lower half of the player's playfield.<br />
|-<br />
|→ MOV FIELD<br />
|Push every cell in the player's playfield to the right.<br />
|-<br />
|← MOV FIELD<br />
|Push every cell in the player's playfield to the left.<br />
|-<br />
|DEL EVEN<br />
|Deletes every 2nd row in the player's playfield.<br />
|-<br />
! style="background-color: #d7ecc6;" colspan="2" | Special items<br />
|-<br />
|FREE FALL<br />
|Forces all cells to move down in the player's playfield removing any holes.<br />
|-<br />
|EXCHG FIELD<br />
|Swaps the player's and opponent's playfield.<br />
|-<br />
|}<br />
<br />
== Medal conditions ==<br />
{| class="wikitable"<br />
|+'''Medal conditions<ref>http://www.tetrisconcept.com/forum/viewtopic.php?t=624</ref>'''<br />
! Medal<br />
! style="background: #c78f57"|Bronze<br />
! Silver<br />
! style="background: #f3d74f"|Gold<br />
|-<br />
! AC ([[Glossary#A|All Clear]])<br />
| bgcolor="#f1c69b"| Complete 1 [[Glossary#B|Bravo]]<br />
| Complete 2 [[Glossary#B|Bravos]]<br />
| bgcolor="#fff7ae"| Complete 3 [[Glossary#B|Bravos]]<br />
|-<br />
! RO (Rotation)<br />
| bgcolor="#f1c69b"| Rotations/tetromino >= 6/5 from level 0 to 300{{efn|group=lower-roman|name=medal-1|For each medal's level range, up to 3,000 rotations are counted, with up to 4 rotations per placed tetromino counting towards the total for each medal.}}<br />
| Rotations/tetromino >= 6/5 from level 300 to 700{{efn|group=lower-roman|name=medal-1}}<br />
| bgcolor="#fff7ae"| Rotations/tetromino >= 6/5 from level 700 to 999{{efn|group=lower-roman|name=medal-1}}<br />
|-<br />
! ST (Section Time)<br />
| bgcolor="#f1c69b"| Approach section time record (<10 seconds slower){{efn|group=lower-roman|name=medal-2|Death ST records reset to the default 42 seconds every time the machine is switched on}}<br />
| Approach section time record (<5 seconds slower){{efn|group=lower-roman|name=medal-2}}<br />
| bgcolor="#fff7ae"| Beat section time record{{efn|group=lower-roman|name=medal-2}}<br />
|-<br />
! SK (Skill)<br />
| bgcolor="#f1c69b" style="padding: 0;" |<br />
{| class="wikitable" style="width: calc(100% + 2px); margin: -1px -1px -1px -1px; border: 1px solid #333333; background-color: transparent;"<br />
! style="background: #c78f57"|Master<br />
| width="100%" | 10 Tetrises<br />
|-<br />
! style="background: #c78f57"|Death<br />
| width="100%" | 5 Tetrises<br />
|-<br />
! style="background: #c78f57"|Big<br />
| width="100%" | 1 Tetris<br />
|}<br />
| style="padding: 0;" |<br />
{| class="wikitable" style="width: calc(100% + 2px); margin: -1px -1px -1px -1px; border: 1px solid #333333;"<br />
! Master<br />
| width="100%" | 20 Tetrises<br />
|-<br />
! Death<br />
| width="100%" | 10 Tetrises<br />
|-<br />
! Big<br />
| width="100%" | 2 Tetrises<br />
|}<br />
| bgcolor="#fff7ae" style="padding: 0;" |<br />
{| class="wikitable" style="width: calc(100% + 2px); margin: -1px -1px -1px -1px; border: 1px solid #333333; background-color: transparent;"<br />
! style="background: #f3d74f"|Master<br />
| width="100%" | 35 Tetrises<br />
|-<br />
! style="background: #f3d74f"|Death<br />
| width="100%" | 17 Tetrises<br />
|-<br />
! style="background: #f3d74f"|Big<br />
| width="100%" | 4 Tetrises<br />
|}<br />
|-<br />
! RE (Recovery)<br />
| bgcolor="#f1c69b"| Perform 1 recovery{{efn|group=lower-roman|name=medal-3|Have 150 or more blocks in the playfield, then clear until <{{=}}70 blocks remain}}<br />
| Perform 2 recoveries{{efn|group=lower-roman|name=medal-3}}<br />
| bgcolor="#fff7ae"|Perform 4 recoveries{{efn|group=lower-roman|name=medal-3}}<br />
|-<br />
! CO ([[Combo]])<br />
| bgcolor="#f1c69b"| Reach a combo of 4. <br/>Big: Reach a combo of 2{{efn|group=lower-roman|name=medal-4|Single line clears keep the current combo active, but do not add to it.}}<br />
| Reach a combo of 5. <br/>Big: Reach a combo of 3{{efn|group=lower-roman|name=medal-4}}<br />
| bgcolor="#fff7ae"|Reach a combo of 7. <br/>Big: Reach a combo of 4{{efn|group=lower-roman|name=medal-4}}<br />
|}<br />
<br />
{{notelist|group=lower-roman}}<br />
<br />
== Scoring ==<br />
<br />
Like ''TGM'', points are only awarded when the player completes line clears. A bonus for using sonic drop is new to the scoring formula. ''The Absolute Plus'' also changes the scoring system, adding a reward for fast play among other changes. The formulas are:<br />
<br />
: ''TA'': <math>\text {Score} = (\left \lceil ( \text {Level} + \text {Lines} ) / 4 \right \rceil + \text {Soft} + (2 \times \text {Sonic} )) \times \text {Lines} \times \text {Combo} \times \text {Bravo}</math><br />
: ''TAP'': <math>\text {Score} = (\left \lceil ( \text {Level} + \text {Lines} ) / 4 \right \rceil + \text {Soft} + (2 \times \text {Sonic} )) \times \text {Lines} \times \text {Combo} \times \text {Bravo} + \left \lceil (\text {Level After Clear} ) / 2 \right \rceil + ( \text {Speed} \times 7 )</math><br />
<br />
Where:<br />
* Level is the current level you are on.<br />
* Lines is the number of lines you just cleared.<br />
* <math>\left \lceil ( \text {Level} + \text {Lines} ) / 4 \right \rceil</math> is rounded up.<br />
* <math>\left \lceil (\text {Level After Clear} ) / 2 \right \rceil</math> is rounded up. Importantly, Level After Clear is different from <math>(\text {Level} + \text {Lines})</math> for edge cases like reaching 300 in Normal mode, 500 when being [[Torikan|torikan-stopped]] in Death mode, and reaching 999 otherwise.<br />
* Soft is the cumulative number of 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-cumulative.<br />
* If the previous piece cleared no lines, Combo is reset to 1. This calculation is done before the score calculation:<br />
*: <math>\text {Combo} = \text {Previous Combo Value} + (2 \times \text {Lines}) - 2</math><br />
*: Example: A double-triple-single combo will have combo values 3, 7, and 7 respectively.<br />
* Bravo is equal to 4 if this line clear resulted in a [[perfect clear]], otherwise it is 1.<br />
* Speed can be no less than 0, and is otherwise equal to:<br />
*: <math>\text {Speed} = \text {Lock Delay} - \text {Active Time}</math><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 />
Normal mode multiplies line clear scores by 6 and the player is given a time bonus of <math>1253 \times \left \lceil \text {Seconds} \right \rceil</math> where Seconds is the amount of time in seconds, rounded up, that the clear time is below 5 minutes.<br />
<br />
== Development ==<br />
=== Changes between TA and TAP ===<br />
* M-Roll conditions have been changed. Notably, the section time conditions have been altered and the required Tetrises per section have been increased for for the first 5 sections.<br />
* Two new modes have been added, TGM+ and T.A. Death.<br />
* Scoring formula has been changed, adding an extra term for the level after the line clear and another for placement speed.<br />
* The method for accessing Doubles has changed and it is selectable from the mode select screen.<br />
<br />
== Codes ==<br />
=== Item mode ===<br />
When selecting either Master or TGM+ mode, hold B and C, then press Start while "READY" is still on-screen. If the code was correctly entered, the "NEXT" text will pulsate when the game starts. This code causes item pieces to appear like in 2-player versus mode, except all effects from items are sent to yourself.<br />
<br />
=== Title screen codes ===<br />
The following codes should be entered on the title screen, and only take effect in Normal mode and Master mode. Using them disqualifies the score from appearing in the rankings.<br />
<br />
{| class="wikitable"<br />
! Name || Code || Effect<br />
|-<br />
| 20G Mode<br />
| DDDDDDDDCBA<br />
| Forces maximum gravity.<br />
|-<br />
| Big Mode<br />
| LLLLDCBA<br />
| Tetrominoes are twice their normal size, simulating a 10 &times; 5 well.<br />
|-<br />
|TLS Mode<br />
| ABCCBAACB<br />
| The [[ghost piece]] does not disappear after level 100.<br />
|}<br />
: <small>Key: L = Left, D = Down, U = Up, R = Right</small><br />
<br />
== Physical scans ==<br />
{{Scanbox<br />
|console = Psikyo SH-2<br />
|region = JP<br />
|pcb = Tetris The Grand Master 2 The Absolute Plus arcade PCB.jpg<br />
|dimensions = 310&times;230&times;33 mm<br />
}}<br />
<br />
== Notes ==<br />
{{notelist}}<br />
<br />
== References ==<br />
<references /><br />
<br />
== External links ==<br />
* [http://web.archive.org/web/20010816230539/http://www.arika.co.jp/tetris_top2.htm Archive of official website] (in Japanese)<br />
<br />
{{Arika games}}<br />
<br />
[[Category:Official Tetris games]]<br />
[[Category:Games with cooperative mode]]<br />
[[Category:Arcade games]]<br />
[[Category:Arcade-only games]]</div>Aperturegrillzhttp://tetris.wiki/index.php?title=Tetris_(Sega)&diff=21423Tetris (Sega)2020-02-13T09:06:28Z<p>Aperturegrillz: /* Legacy */</p>
<hr />
<div>{{about2|the 1988 arcade version|the 1999-2000 arcade and Dreamcast version|Sega Tetris}}<br />
<br />
{{Infobox |title = Tetris<br />
|developer = [[Sega]]<br />
|publisher = [[Sega]]<br />
|released = December 1988<br />
|platform = Sega System 16B<br>Sega System 16A<br>Sega System E<br>Taito H System<br>Taito B System<br />
|boxart = Tetris_(Sega)_flyer.jpg<br />
|title-scrn = SegaTetrisTitle.png<br />
|ingame-scrn = SegaTetrisGameplay1.png<br />
|preview = 1<br />
|playfield = 10 &times; 20<br />
|hold = No<br />
|hard = No<br />
|system = [[Sega Rotation]] (no [[wall kick]]s)<br />
}}<br />
<br />
'''''Tetris''''' is an arcade game published by [[Sega]] in [[1988 in Tetris|1988]]. It took Japanese arcades by storm, and is 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|''TGM'' series]], ''[[Tetris Plus]]'' series, ''[[Tetris S]]'' and ''[[ТЕТРИС SEMIPRO-68k|Shimizu Tetris]]''. It was one of the first games to have [[lock delay]], greatly improving maneuverability at high speeds.<br />
<br />
==Gameplay==<br />
Sega's version of ''Tetris'' is an endless game with the only goal being to score points. As the player progresses, the levels increase thereby changing the game speed. Highly skilled players can play indefinitely, even when the score [[maxout|counter stops]] at 999,999 points, though players usually stop once this is achieved.<br />
<br />
Being an early game, released just one year after [[Elorg]] licensed ''Tetris'' to publishers, [[tetromino]]es can only be rotated counterclockwise. Unlike these games however, this version has 3 buttons which can be tapped quickly in a piano-like motion, equivalent to a clockwise rotation.<br />
<br />
It did not implement [[wall kick]]s or [[hard drop]]. However, many of the mechanics that exist in later games were first seen in this version, such as 1G [[DAS]] movement, lock delay, [[ARE]], and rotation/movement processed before gravity&mdash;allowing for [[TGM legend#Synchro|synchro]] moves to be performed at 1G fall speed.<br />
<br />
A game design element not commonly seen in recent games is the existence of a [[ceiling]]. The [[playfield]] height is 20 rows, and any rotation that would exceed that height will fail. At high gravity speeds, players must time their piece rotations so the piece is not touching the ceiling, and also not stuck in the stack.<br />
<br />
==Power-on Pattern==<br />
{{main|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 Tetris]]'' (1999, Arcade, Dreamcast) pays tribute to the power-on pattern, by dealing the sequence in the final level of the single-player game. ''[[Tetris S]]'' also contains the pattern.<br />
<br />
For MAME players, unless you are playing the bootleg, you must delete your NVRAM before playing to get the power-on pattern. The B-system version has a different power-on pattern, and does not require you to delete your NVRAM. It even restores the pattern upon reset, which not even the bootleg will do. The System E version does not have a power-on pattern. <!-- check H-system --><br />
<br />
== Development ==<br />
{{Expand section}}<br />
=== Taito H System version ===<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 ===<br />
There are four difficulties which affect the speed, easy, normal, hard and hardest. The game difficulty can be configured through the DIP switch on the arcade board.<br />
<br />
[[Image:Sega_speed_graph.png|thumb|none|500px|Graph of gravity timings per level]]<br />
{| class="wikitable mw-collapsible mw-collapsed"<br />
|+ style="white-space: nowrap;" | Fall speed table; frames per cell<br />
!Level||Easy||Normal||Hard||Hardest<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 />
<br />
=== Level advancement requirements ===<br />
There are two ways to increase the level:<br />
<br />
* Clear 4 lines in any combination of [[line clear]]s.<br />
* Place a tetromino after the "level timer" reaches a certain value. (Level will not increase if a line clear happens. <abbr title="Does this mean the timer resets or simply wait until the next non line clearing piece is placed?"><sup>[Clarification needed]</sup></abbr>)<br />
<br />
The level timer increases every frame, except when reset after line clearing and before level-up is shown.<br />
<br />
{| class="wikitable"<br />
|+ Level timer per level<br />
! Level<br />
| 0 || 1-8 || 9-10 ||11-14 ||15-99<br />
|-<br />
! Required time (frames)<br />
| 3480 || 2320 || 3480 || 1740 || 3480<br />
|-<br />
! Required time (Seconds)<br />
| 58 || 38.67 || 58 || 29 || 58<br />
|-<br />
|}<br />
<br />
Level 15 value is used for levels 16 to 99.<br />
<br />
=== Scoring ===<br />
<br />
{| class="wikitable"<br />
! Level<br />
! Points for<br>1 line || Points for<br>2 lines || Points for<br>3 lines || Points for<br>4 lines || Points for soft dropping pieces<br />
|-<br />
| 0-1 || 100 || 400 || 900 || 2000 || 1 per line<br />
|-<br />
| 2-3 || 200 || 800 || 1800 || 4000 || 2 per line<br />
|-<br />
| 4-5 || 300 || 1200 || 2700 || 6000 || 3 per line<br />
|-<br />
| 6-7 || 400 || 1600 || 3600 || 8000 || 4 per line<br />
|-<br />
| 8+ || 500 || 2000 || 4500 || 10000 || 5 per line<br />
|}<br />
<br />
If a line clear is also a Perfect Clear, a 10x multiplier is applied to the awarded points.<br />
<br />
=== Notes ===<br />
* Current piece fall speed is located at <code>C7000Ah</code> in the RAM.<br />
* Current level timer is located at <code>C72336h</code> (word) in RAM in System 16A version; <code>FFE336h</code> in System 16B version. This table is located at <code>3D28</code> in the 68k portion of an unshuffled ROM for System 16B version.<br />
<br />
== Legacy ==<br />
[[Image:Japanese_Man_Playing_Tetris.jpg|200px|thumb|right|Japanese man playing ''Tetris'' (Sega)]]<br />
This game remains to this day significant in Japan and other eastern Asian countries. Its gameplay, music, and many of the aesthetics were adapted in ''[[Tetris S]]'' and ''[[Sega Tetris]]''. It has influenced many other Tetris games developed in Japan, including ''[[Tetris Plus]]'', and the [[TGM series]].<br />
<br />
The game was re-released as part of Sega's [[Sega_Ages_2500_Series_Vol.28_Tetris_Collection|Tetris Collection]] for the PlayStation 2, along with other early Sega Tetris titles. The Mega Drive Mini also includes a port of this game with a few more options, instead of the unreleased [[Tetris (Mega Drive)|Mega Drive version]].<br />
=== TAS ===<br />
A TAS for Sega's ''Tetris'' abuses lock delay and step reset to keep pieces active until the level timer expires, to level up as much as possible with the fewest lines cleared. At a higher level the points awarded from line clears is greater, thus needing fewer total lines to achieve a maxout. [https://www.nicovideo.jp/watch/sm10007315 (TAS) Sega Tetris maxout in 98 lines]<br />
<br clear="all"><br />
<br />
== Physical scans ==<br />
{{Scanbox<br />
|console = Sega System 16B<br />
|region = JP<br />
|pcb = Tetris (Sega) System 16B arcade PCB.jpg<br />
|dimensions = 300&times;290&times;38 mm<br />
}}<br />
<br />
==See also==<br />
* [[Sega Ages 2500 Series Vol.28 Tetris Collection]] - This collection featured a port of ''Tetris'' (Sega) as one of its playable titles with a few extra gameplay options.<br />
* [[Tetris (Sega) Techniques]]<br />
<br />
{{Sega games}}<br />
[[Category:Official Tetris games]]<br />
[[Category:Arcade games]]</div>Aperturegrillzhttp://tetris.wiki/index.php?title=User:Aperturegrillz&diff=15592User:Aperturegrillz2017-02-28T21:42:21Z<p>Aperturegrillz: Created page with "==Low-G ARS Finesse== ===O=== ====Column 1-2==== {| ! Spawn ! DAS Left ! Drop |- |<playfield> ....OO.... ....OO.... .......... .......... .......... .......... .......... ......"</p>
<hr />
<div>==Low-G ARS Finesse==<br />
<br />
===O===<br />
====Column 1-2====<br />
{|<br />
! Spawn<br />
! DAS Left<br />
! Drop<br />
|-<br />
|<playfield><br />
....OO....<br />
....OO....<br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..GGGGGGGG<br />
..GGGGGGGG<br />
</playfield><br />
|<playfield><br />
OO........<br />
OO........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..GGGGGGGG<br />
..GGGGGGGG<br />
</playfield><br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
OOGGGGGGGG<br />
OOGGGGGGGG<br />
</playfield><br />
|}</div>Aperturegrillz