http://tetris.wiki/api.php?action=feedcontributions&user=Muf&feedformat=atomTetrisWiki - User contributions [en]2024-03-29T12:21:56ZUser contributionsMediaWiki 1.39.3http://tetris.wiki/index.php?title=User:DrJeanJomad&diff=15630User:DrJeanJomad2017-12-05T02:49:34Z<p>Muf: spam</p>
<hr />
<div>Very fond memories of growing up with tetris world on GBA... Tried tetris blitz on ios- pretty weak. -Jean</div>Mufhttp://tetris.wiki/Tetris.wiki2015-12-24T01:40:23Z<p>Muf: Forgot one</p>
<hr />
<div>{| style="width: 100%;" cellpadding="0"<br />
Welcome to ''Tetris.wiki'', a project created by ''Tetris'' fans for ''Tetris'' fans. This wiki is a tool in anyway possible for Tetris players. Our goal is to compile every Tetris detail known to mankind. Feel free to add information to any existing article or make a new one. If you need help, please refer to [http://meta.wikimedia.org/wiki/Help:Editing how to edit a wiki]. If you cannot find something here, please ask one of our many enthusiasts at the [http://harddrop.com/ Hard Drop] or [https://tetrisconcept.net/ Tetrisconcept] communities.<br />
| colspan="2" style="height: 10px;" |<br />
{| style="width: 100%; margin: auto; text-align: center; border: none;"<br />
|}<br />
|-<br />
| style="width: 50%; background: #FCFCFC; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #DDDDDD; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;"><div style="float: right;"></div>Content</div><br />
<div style="padding-left: 1em;"><br />
; [[:Category:General Information|General Information]]<br />
: [[Gameplay overview|Gameplay Overview]] • [[History]] • [[People]] • [[Tetris Guideline]]<br />
; [[:Category:Game Mechanics|Game Mechanics]]<br />
: [[:Category:Interface|Interface]] • [[:Category:Mobility|Mobility]] • [[:Category:Randomizers|Randomizers]] <br/> [[:Category:Scoring Systems|Scoring Systems]]<br />
; [[:Category:Rotation Systems|Rotation Systems]]<br />
: [[SRS]] • [[ARS]]<br />
; [[:Category:Methods of Play|Methods of Play]]<br />
: [[:Category:General Methods|General]] • [[:Category:Miscellaneous Methods|Miscellaneous]] • [[:Category:Movement|Movement]]<br />
: [[:Category:Cascade Methods|Cascade]] • [[:Category:Combo Methods|Combo]] • [[:Category:Square Methods|Square]] • [[:Category:T-Spin Methods|T-Spin]] • [[:Category:Tetris Methods|Tetris]]<br />
; [[:Category:Lists|Lists]]<br />
: [[List of curiosities|Curiosities]] • [[List of videos|Videos]] • [[List of games|Full list of games]] <br />
; Official Games<br />
: [[Tetris DS]] • [[Tetris Party]] • [[Tetris Splash]] • [[Tetris Online (Japan)|Tetris Online]] • [[Tetris Friends]]<br />
; Tetris The Grand Master Series<br />
: [[Tetris The Grand Master|TGM]] • [[Tetris The Absolute The Grand Master 2 PLUS|TAP]] • [[Tetris The Grand Master 3 Terror-Instinct|Ti]] • [[Tetris The Grand Master Ace|Ace]]<br />
; Fan Games<br />
: [[Tetrinet|TetriNET]] • [[Quadra]] • [[Heboris Unofficial Expansion|Hebo UE]] • [[Cultris]] • [[Lockjaw]] • [[Texmaster]] • [[Blockbox]] • [[NullpoMino]]<br />
; [[:Category:Terminology|Terminology]]<br />
: [[Glossary#Diagram Legend|Diagram Legend]] • [[Term Correspondence Chart|Term Correspondence]]<br />
: [[Glossary##|#]] [[Glossary#A|A]] [[Glossary#B|B]] [[Glossary#C|C]] [[Glossary#D|D]] [[Glossary#E|E]] [[Glossary#F|F]] [[Glossary#G|G]] [[Glossary#H|H]] [[Glossary#I|I]] [[Glossary#J|J]] [[Glossary#K|K]] [[Glossary#L|L]] [[Glossary#M|M]] [[Glossary#N|N]] [[Glossary#O|O]] [[Glossary#P|P]] [[Glossary#Q|Q]] [[Glossary#R|R]] [[Glossary#S|S]] [[Glossary#T|T]] [[Glossary#U|U]] [[Glossary#V|V]] [[Glossary#W|W]] [[Glossary#X|X]] [[Glossary#Y|Y]] [[Glossary#Z|Z]]<br />
;[[:Category:Root Categories|Root Category]]<br />
</div><br />
| style="width: 50%; background: #FCFCFC; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #DDDDDD; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;"><div style="float: right;"></div>Community</div><br />
<div style="padding-left: 1em;"><br />
We are maintaining [[Special:Statistics|{{NUMBEROFARTICLES}}]] [[Special:Allpages|articles]]!<br/><br/><br />
;Help Create & Expand Articles<br />
:[[Special:shortpages|Short Pages]] • [[Special:Wantedpages|Wanted Pages]]<br />
;Help Link Articles<br />
: [[Special:BrokenRedirects|Broken Redirects]] • [[Special:DoubleRedirects|Double Redirects]] <br/> [[Special:Deadendpages|Dead-end Pages]] • [[Special:Lonelypages|Orphaned Pages]] <br/> [[Special:Uncategorizedpages|Uncategorized Pages]]<br />
;Help Review Articles<br />
: [[Special:Newpages|New Pages]] • [[Special:Recentchanges|Recent Changes]]<br />
;Join the Community<br />
: [http://harddrop.com Hard Drop] • [https://tetrisconcept.net/ Tetrisconcept] • [[Special:Userlogin|Wiki Registration]]<br />
</div><br />
|}</div>Mufhttp://tetris.wiki/Tetris.wiki2015-12-24T01:34:14Z<p>Muf: Remove www</p>
<hr />
<div>{| style="width: 100%;" cellpadding="0"<br />
Welcome to ''Tetris.wiki'', a project created by ''Tetris'' fans for ''Tetris'' fans. This wiki is a tool in anyway possible for Tetris players. Our goal is to compile every Tetris detail known to mankind. Feel free to add information to any existing article or make a new one. If you need help, please refer to [http://meta.wikimedia.org/wiki/Help:Editing how to edit a wiki]. If you cannot find something here, please ask one of our many enthusiasts at the [http://harddrop.com/ Hard Drop] or [https://tetrisconcept.net/ Tetrisconcept] communities.<br />
| colspan="2" style="height: 10px;" |<br />
{| style="width: 100%; margin: auto; text-align: center; border: none;"<br />
|}<br />
|-<br />
| style="width: 50%; background: #FCFCFC; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #DDDDDD; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;"><div style="float: right;"></div>Content</div><br />
<div style="padding-left: 1em;"><br />
; [[:Category:General Information|General Information]]<br />
: [[Gameplay overview|Gameplay Overview]] • [[History]] • [[People]] • [[Tetris Guideline]]<br />
; [[:Category:Game Mechanics|Game Mechanics]]<br />
: [[:Category:Interface|Interface]] • [[:Category:Mobility|Mobility]] • [[:Category:Randomizers|Randomizers]] <br/> [[:Category:Scoring Systems|Scoring Systems]]<br />
; [[:Category:Rotation Systems|Rotation Systems]]<br />
: [[SRS]] • [[ARS]]<br />
; [[:Category:Methods of Play|Methods of Play]]<br />
: [[:Category:General Methods|General]] • [[:Category:Miscellaneous Methods|Miscellaneous]] • [[:Category:Movement|Movement]]<br />
: [[:Category:Cascade Methods|Cascade]] • [[:Category:Combo Methods|Combo]] • [[:Category:Square Methods|Square]] • [[:Category:T-Spin Methods|T-Spin]] • [[:Category:Tetris Methods|Tetris]]<br />
; [[:Category:Lists|Lists]]<br />
: [[List of curiosities|Curiosities]] • [[List of videos|Videos]] • [[List of games|Full list of games]] <br />
; Official Games<br />
: [[Tetris DS]] • [[Tetris Party]] • [[Tetris Splash]] • [[Tetris Online (Japan)|Tetris Online]] • [[Tetris Friends]]<br />
; Tetris The Grand Master Series<br />
: [[Tetris The Grand Master|TGM]] • [[Tetris The Absolute The Grand Master 2 PLUS|TAP]] • [[Tetris The Grand Master 3 Terror-Instinct|Ti]] • [[Tetris The Grand Master Ace|Ace]]<br />
; Fan Games<br />
: [[Tetrinet|TetriNET]] • [[Quadra]] • [[Heboris Unofficial Expansion|Hebo UE]] • [[Cultris]] • [[Lockjaw]] • [[Texmaster]] • [[Blockbox]] • [[NullpoMino]]<br />
; [[:Category:Terminology|Terminology]]<br />
: [[Glossary#Diagram Legend|Diagram Legend]] • [[Term Correspondence Chart|Term Correspondence]]<br />
: [[Glossary##|#]] [[Glossary#A|A]] [[Glossary#B|B]] [[Glossary#C|C]] [[Glossary#D|D]] [[Glossary#E|E]] [[Glossary#F|F]] [[Glossary#G|G]] [[Glossary#H|H]] [[Glossary#I|I]] [[Glossary#J|J]] [[Glossary#K|K]] [[Glossary#L|L]] [[Glossary#M|M]] [[Glossary#N|N]] [[Glossary#O|O]] [[Glossary#P|P]] [[Glossary#Q|Q]] [[Glossary#R|R]] [[Glossary#S|S]] [[Glossary#T|T]] [[Glossary#U|U]] [[Glossary#V|V]] [[Glossary#W|W]] [[Glossary#X|X]] [[Glossary#Y|Y]] [[Glossary#Z|Z]]<br />
;[[:Category:Root Categories|Root Category]]<br />
</div><br />
| style="width: 50%; background: #FCFCFC; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #DDDDDD; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;"><div style="float: right;"></div>Community</div><br />
<div style="padding-left: 1em;"><br />
We are maintaining [[Special:Statistics|{{NUMBEROFARTICLES}}]] [[Special:Allpages|articles]]!<br/><br/><br />
;Help Create & Expand Articles<br />
:[[Special:shortpages|Short Pages]] • [[Special:Wantedpages|Wanted Pages]]<br />
;Help Link Articles<br />
: [[Special:BrokenRedirects|Broken Redirects]] • [[Special:DoubleRedirects|Double Redirects]] <br/> [[Special:Deadendpages|Dead-end Pages]] • [[Special:Lonelypages|Orphaned Pages]] <br/> [[Special:Uncategorizedpages|Uncategorized Pages]]<br />
;Help Review Articles<br />
: [[Special:Newpages|New Pages]] • [[Special:Recentchanges|Recent Changes]]<br />
;Join the Community<br />
: [http://www.tetrisconcept.net/forum/ Forum] • [[Special:Userlogin|Wiki Registration]]<br />
</div><br />
|}</div>Mufhttp://tetris.wiki/Tetris.wiki2015-12-24T01:33:26Z<p>Muf: Make forum link neutral</p>
<hr />
<div>{| style="width: 100%;" cellpadding="0"<br />
Welcome to ''Tetris.wiki'', a project created by ''Tetris'' fans for ''Tetris'' fans. This wiki is a tool in anyway possible for Tetris players. Our goal is to compile every Tetris detail known to mankind. Feel free to add information to any existing article or make a new one. If you need help, please refer to [http://meta.wikimedia.org/wiki/Help:Editing how to edit a wiki]. If you cannot find something here, please ask one of our many enthusiasts at the [http://harddrop.com/ Hard Drop] or [https://www.tetrisconcept.net/ Tetrisconcept] communities.<br />
| colspan="2" style="height: 10px;" |<br />
{| style="width: 100%; margin: auto; text-align: center; border: none;"<br />
|}<br />
|-<br />
| style="width: 50%; background: #FCFCFC; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #DDDDDD; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;"><div style="float: right;"></div>Content</div><br />
<div style="padding-left: 1em;"><br />
; [[:Category:General Information|General Information]]<br />
: [[Gameplay overview|Gameplay Overview]] • [[History]] • [[People]] • [[Tetris Guideline]]<br />
; [[:Category:Game Mechanics|Game Mechanics]]<br />
: [[:Category:Interface|Interface]] • [[:Category:Mobility|Mobility]] • [[:Category:Randomizers|Randomizers]] <br/> [[:Category:Scoring Systems|Scoring Systems]]<br />
; [[:Category:Rotation Systems|Rotation Systems]]<br />
: [[SRS]] • [[ARS]]<br />
; [[:Category:Methods of Play|Methods of Play]]<br />
: [[:Category:General Methods|General]] • [[:Category:Miscellaneous Methods|Miscellaneous]] • [[:Category:Movement|Movement]]<br />
: [[:Category:Cascade Methods|Cascade]] • [[:Category:Combo Methods|Combo]] • [[:Category:Square Methods|Square]] • [[:Category:T-Spin Methods|T-Spin]] • [[:Category:Tetris Methods|Tetris]]<br />
; [[:Category:Lists|Lists]]<br />
: [[List of curiosities|Curiosities]] • [[List of videos|Videos]] • [[List of games|Full list of games]] <br />
; Official Games<br />
: [[Tetris DS]] • [[Tetris Party]] • [[Tetris Splash]] • [[Tetris Online (Japan)|Tetris Online]] • [[Tetris Friends]]<br />
; Tetris The Grand Master Series<br />
: [[Tetris The Grand Master|TGM]] • [[Tetris The Absolute The Grand Master 2 PLUS|TAP]] • [[Tetris The Grand Master 3 Terror-Instinct|Ti]] • [[Tetris The Grand Master Ace|Ace]]<br />
; Fan Games<br />
: [[Tetrinet|TetriNET]] • [[Quadra]] • [[Heboris Unofficial Expansion|Hebo UE]] • [[Cultris]] • [[Lockjaw]] • [[Texmaster]] • [[Blockbox]] • [[NullpoMino]]<br />
; [[:Category:Terminology|Terminology]]<br />
: [[Glossary#Diagram Legend|Diagram Legend]] • [[Term Correspondence Chart|Term Correspondence]]<br />
: [[Glossary##|#]] [[Glossary#A|A]] [[Glossary#B|B]] [[Glossary#C|C]] [[Glossary#D|D]] [[Glossary#E|E]] [[Glossary#F|F]] [[Glossary#G|G]] [[Glossary#H|H]] [[Glossary#I|I]] [[Glossary#J|J]] [[Glossary#K|K]] [[Glossary#L|L]] [[Glossary#M|M]] [[Glossary#N|N]] [[Glossary#O|O]] [[Glossary#P|P]] [[Glossary#Q|Q]] [[Glossary#R|R]] [[Glossary#S|S]] [[Glossary#T|T]] [[Glossary#U|U]] [[Glossary#V|V]] [[Glossary#W|W]] [[Glossary#X|X]] [[Glossary#Y|Y]] [[Glossary#Z|Z]]<br />
;[[:Category:Root Categories|Root Category]]<br />
</div><br />
| style="width: 50%; background: #FCFCFC; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #DDDDDD; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;"><div style="float: right;"></div>Community</div><br />
<div style="padding-left: 1em;"><br />
We are maintaining [[Special:Statistics|{{NUMBEROFARTICLES}}]] [[Special:Allpages|articles]]!<br/><br/><br />
;Help Create & Expand Articles<br />
:[[Special:shortpages|Short Pages]] • [[Special:Wantedpages|Wanted Pages]]<br />
;Help Link Articles<br />
: [[Special:BrokenRedirects|Broken Redirects]] • [[Special:DoubleRedirects|Double Redirects]] <br/> [[Special:Deadendpages|Dead-end Pages]] • [[Special:Lonelypages|Orphaned Pages]] <br/> [[Special:Uncategorizedpages|Uncategorized Pages]]<br />
;Help Review Articles<br />
: [[Special:Newpages|New Pages]] • [[Special:Recentchanges|Recent Changes]]<br />
;Join the Community<br />
: [http://www.tetrisconcept.net/forum/ Forum] • [[Special:Userlogin|Wiki Registration]]<br />
</div><br />
|}</div>Mufhttp://tetris.wiki/index.php?title=Main_Page&diff=13900Main Page2015-12-24T01:28:36Z<p>Muf: Redirect Main_Page to index</p>
<hr />
<div>#REDIRECT [[Tetris.wiki]]</div>Mufhttp://tetris.wiki/index.php?title=MediaWiki:Mainpage&diff=13887MediaWiki:Mainpage2015-12-24T00:33:26Z<p>Muf: </p>
<hr />
<div>Tetris.wiki</div>Mufhttp://tetris.wiki/index.php?title=Talk:Tetris.wiki&diff=13885Talk:Tetris.wiki2015-12-24T00:31:41Z<p>Muf: Muf moved page Talk:Main to Talk:Tetris.wiki</p>
<hr />
<div>{{Vandal target}}<br />
<br />
== Anti-spam suggestions ==<br />
<br />
I'd like to suggest setting the wiki to disallow editing without being logged in, since most of the spam appears to be coming from anonymous edits.<br />
<br />
As for the spambots that do manage to create accounts, I've found a [http://recaptcha.net/plugins/mediawiki/ reCAPTCHA MediaWiki extention] that might help. --[[User:Poochy|Poochy]] 21:36, 10 November 2007 (EST)<br />
<br />
>>>>>I'd like to suggest setting the wiki to disallow editing without being logged in, since most of the spam appears to be coming from anonymous edits.<<<<<<br />
<br />
I myself have said the same thing numerous times, but alas, Caffeine doesn't wish to enable that. As long as there ones that are willing to constantly "delete/revert/delete/revert/delete/revert" etc..., I suppose that it's unnecassary then.<br />
<br />
--[[User:Rich Nagel|¥Weeds¥]] 22:42, 10 November 2007 (EST)<br />
:Right now, we have a system where if an edit includes a link, it asks you to do something. It doesn't stop the random spam edits, though. The problem with something more intricate is that it would be annoying to people who are trying to be helpful. And yes, Caffeine has veoted the idea of forcing people to be logged in before, and will likely continue to do so... --[[User:Lardarse|Lardarse]] 14:17, 11 November 2007 (EST)<br />
<br />
We rarely get links, so that part seems to be working. Is there a mediawiki extension that could detect the gibberish? It's not as simple to detect as links, but it is pretty consistent. Something like 7-14 characters added, usually containing a huge consonant cluster. This could eliminate most of the spam. --[[User:Colour thief|Colour Thief]] 18:44, 11 November 2007 (EST)<br />
<br />
:Might [http://www.homelandstupidity.us/software/bad-behavior/installing-and-using-bad-behavior/on-mediawiki/ Bad Behavior] help? --[[User:Tepples|tepples]] 21:53, 11 November 2007 (EST)<br />
<br />
::I did try Bad Behavior, but then Digital said he could get on the wiki anymore, so I uninstalled it. Are there any alternatives? [[User:72.150.18.172|72.150.18.172]] 09:36, 12 November 2007 (EST)<br />
<br />
== looking for an article on tetris ==<br />
<br />
It talked about this guy and how he became a tetris champion. Very soulful. Talked about competition, gymnastics, his girlfriend, etc. Was in his uni website. Read it years ago. ''Unsigned comment''<br />
<br />
:Yeah, seems vaguely familiar... [[Special:Contributions/66.157.54.124|66.157.54.124]] 17:20, 1 March 2009 (UTC)<br />
<br />
--[[User:Wormeyman|Wormeyman]] 04:16, 18 May 2009 (UTC) So can we get this page protected please! http://www.mediawiki.org/wiki/Manual:Administrators#Protections<br />
<br />
:Granted --[[User:Nicholas|Nicholas]] 12:25, 7 June 2009 (UTC)</div>Mufhttp://tetris.wiki/Tetris.wiki2015-12-24T00:31:41Z<p>Muf: Muf moved page Main to Tetris.wiki</p>
<hr />
<div>{| style="width: 100%;" cellpadding="0"<br />
Welcome to ''Tetris.wiki'', a project created by ''Tetris'' fans for ''Tetris'' fans. This wiki is a tool in anyway possible for Tetris players. Our goal is to compile every Tetris detail known to mankind. Feel free to add information to any existing article or make a new one. If you need help, please refer to [http://meta.wikimedia.org/wiki/Help:Editing how to edit a wiki]. If you cannot find something here, please ask one of our many TC enthusiasts at the [http://www.tetrisconcept.net/forum/ forum].<br />
| colspan="2" style="height: 10px;" |<br />
{| style="width: 100%; margin: auto; text-align: center; border: none;"<br />
|}<br />
|-<br />
| style="width: 50%; background: #FCFCFC; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #DDDDDD; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;"><div style="float: right;"></div>Content</div><br />
<div style="padding-left: 1em;"><br />
; [[:Category:General Information|General Information]]<br />
: [[Gameplay overview|Gameplay Overview]] • [[History]] • [[People]] • [[Tetris Guideline]]<br />
; [[:Category:Game Mechanics|Game Mechanics]]<br />
: [[:Category:Interface|Interface]] • [[:Category:Mobility|Mobility]] • [[:Category:Randomizers|Randomizers]] <br/> [[:Category:Scoring Systems|Scoring Systems]]<br />
; [[:Category:Rotation Systems|Rotation Systems]]<br />
: [[SRS]] • [[ARS]]<br />
; [[:Category:Methods of Play|Methods of Play]]<br />
: [[:Category:General Methods|General]] • [[:Category:Miscellaneous Methods|Miscellaneous]] • [[:Category:Movement|Movement]]<br />
: [[:Category:Cascade Methods|Cascade]] • [[:Category:Combo Methods|Combo]] • [[:Category:Square Methods|Square]] • [[:Category:T-Spin Methods|T-Spin]] • [[:Category:Tetris Methods|Tetris]]<br />
; [[:Category:Lists|Lists]]<br />
: [[List of curiosities|Curiosities]] • [[List of videos|Videos]] • [[List of games|Full list of games]] <br />
; Official Games<br />
: [[Tetris DS]] • [[Tetris Party]] • [[Tetris Splash]] • [[Tetris Online (Japan)|Tetris Online]] • [[Tetris Friends]]<br />
; Tetris The Grand Master Series<br />
: [[Tetris The Grand Master|TGM]] • [[Tetris The Absolute The Grand Master 2 PLUS|TAP]] • [[Tetris The Grand Master 3 Terror-Instinct|Ti]] • [[Tetris The Grand Master Ace|Ace]]<br />
; Fan Games<br />
: [[Tetrinet|TetriNET]] • [[Quadra]] • [[Heboris Unofficial Expansion|Hebo UE]] • [[Cultris]] • [[Lockjaw]] • [[Texmaster]] • [[Blockbox]] • [[NullpoMino]]<br />
; [[:Category:Terminology|Terminology]]<br />
: [[Glossary#Diagram Legend|Diagram Legend]] • [[Term Correspondence Chart|Term Correspondence]]<br />
: [[Glossary##|#]] [[Glossary#A|A]] [[Glossary#B|B]] [[Glossary#C|C]] [[Glossary#D|D]] [[Glossary#E|E]] [[Glossary#F|F]] [[Glossary#G|G]] [[Glossary#H|H]] [[Glossary#I|I]] [[Glossary#J|J]] [[Glossary#K|K]] [[Glossary#L|L]] [[Glossary#M|M]] [[Glossary#N|N]] [[Glossary#O|O]] [[Glossary#P|P]] [[Glossary#Q|Q]] [[Glossary#R|R]] [[Glossary#S|S]] [[Glossary#T|T]] [[Glossary#U|U]] [[Glossary#V|V]] [[Glossary#W|W]] [[Glossary#X|X]] [[Glossary#Y|Y]] [[Glossary#Z|Z]]<br />
;[[:Category:Root Categories|Root Category]]<br />
</div><br />
| style="width: 50%; background: #FCFCFC; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #DDDDDD; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;"><div style="float: right;"></div>Community</div><br />
<div style="padding-left: 1em;"><br />
We are maintaining [[Special:Statistics|{{NUMBEROFARTICLES}}]] [[Special:Allpages|articles]]!<br/><br/><br />
;Help Create & Expand Articles<br />
:[[Special:shortpages|Short Pages]] • [[Special:Wantedpages|Wanted Pages]]<br />
;Help Link Articles<br />
: [[Special:BrokenRedirects|Broken Redirects]] • [[Special:DoubleRedirects|Double Redirects]] <br/> [[Special:Deadendpages|Dead-end Pages]] • [[Special:Lonelypages|Orphaned Pages]] <br/> [[Special:Uncategorizedpages|Uncategorized Pages]]<br />
;Help Review Articles<br />
: [[Special:Newpages|New Pages]] • [[Special:Recentchanges|Recent Changes]]<br />
;Join the Community<br />
: [http://www.tetrisconcept.net/forum/ Forum] • [[Special:Userlogin|Wiki Registration]]<br />
</div><br />
|}</div>Mufhttp://tetris.wiki/Tetris.wiki2015-12-23T19:40:21Z<p>Muf: tetriswiki.com -> tetris.wiki</p>
<hr />
<div>{| style="width: 100%;" cellpadding="0"<br />
Welcome to ''Tetris.wiki'', a project created by ''Tetris'' fans for ''Tetris'' fans. This wiki is a tool in anyway possible for Tetris players. Our goal is to compile every Tetris detail known to mankind. Feel free to add information to any existing article or make a new one. If you need help, please refer to [http://meta.wikimedia.org/wiki/Help:Editing how to edit a wiki]. If you cannot find something here, please ask one of our many TC enthusiasts at the [http://www.tetrisconcept.net/forum/ forum].<br />
| colspan="2" style="height: 10px;" |<br />
{| style="width: 100%; margin: auto; text-align: center; border: none;"<br />
|}<br />
|-<br />
| style="width: 50%; background: #FCFCFC; border: 1px solid #AAA; vertical-align: top;" |<br />
<div style="background: #DDDDDD; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;"><div style="float: right;"></div>Content</div><br />
<div style="padding-left: 1em;"><br />
; [[:Category:General Information|General Information]]<br />
: [[Gameplay overview|Gameplay Overview]] • [[History]] • [[People]] • [[Tetris Guideline]]<br />
; [[:Category:Game Mechanics|Game Mechanics]]<br />
: [[:Category:Interface|Interface]] • [[:Category:Mobility|Mobility]] • [[:Category:Randomizers|Randomizers]] <br/> [[:Category:Scoring Systems|Scoring Systems]]<br />
; [[:Category:Rotation Systems|Rotation Systems]]<br />
: [[SRS]] • [[ARS]]<br />
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; [[:Category:Lists|Lists]]<br />
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; Official Games<br />
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: [[Tetris The Grand Master|TGM]] • [[Tetris The Absolute The Grand Master 2 PLUS|TAP]] • [[Tetris The Grand Master 3 Terror-Instinct|Ti]] • [[Tetris The Grand Master Ace|Ace]]<br />
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; [[:Category:Terminology|Terminology]]<br />
: [[Glossary#Diagram Legend|Diagram Legend]] • [[Term Correspondence Chart|Term Correspondence]]<br />
: [[Glossary##|#]] [[Glossary#A|A]] [[Glossary#B|B]] [[Glossary#C|C]] [[Glossary#D|D]] [[Glossary#E|E]] [[Glossary#F|F]] [[Glossary#G|G]] [[Glossary#H|H]] [[Glossary#I|I]] [[Glossary#J|J]] [[Glossary#K|K]] [[Glossary#L|L]] [[Glossary#M|M]] [[Glossary#N|N]] [[Glossary#O|O]] [[Glossary#P|P]] [[Glossary#Q|Q]] [[Glossary#R|R]] [[Glossary#S|S]] [[Glossary#T|T]] [[Glossary#U|U]] [[Glossary#V|V]] [[Glossary#W|W]] [[Glossary#X|X]] [[Glossary#Y|Y]] [[Glossary#Z|Z]]<br />
;[[:Category:Root Categories|Root Category]]<br />
</div><br />
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|}</div>Mufhttp://tetris.wiki/index.php?title=User:TWF/Konoha&diff=10573User:TWF/Konoha2015-12-23T19:03:58Z<p>Muf: 8 revisions</p>
<hr />
<div>WIP<br />
<br />
==4x1 residue solutions==<br />
Equivalent to starting with a horizontal I.<br />
<br />
JTI, TJI with T in hold<br />
{|<br />
|<playfield><br />
ZZZZI<br />
JJIII<br />
JIIII<br />
JGGGG<br />
</playfield><br />
|}<br />
<br />
OJLI, JOLI, LOJI (doesn't matter when I comes)<br />
{|<br />
|<playfield><br />
ZLLJJ<br />
ZLOOJ<br />
ZLOOJ<br />
ZGGGG<br />
</playfield><br />
|}<br />
<br />
OJLT<br />
{|<br />
|<playfield><br />
..LLL<br />
.ILOO<br />
IIIOO<br />
.GGGG<br />
</playfield><br />
| valign=center | →<br />
|<playfield><br />
.....<br />
JJGGG<br />
JGGGG<br />
JGGGG<br />
</playfield><br />
|}<br />
<br />
==3x1 corner residue solutions==<br />
Shown with residue on right, but mirror versions work with L and J swapped.<br />
<br />
JL or LJ next, J in hold<br />
{|<br />
|<playfield><br />
.....<br />
JJJJJ<br />
JLLLJ<br />
JLGGG<br />
</playfield><br />
|}<br />
Can be placed in any order (LJJ, JLJ, JJL)<br />
<br />
TL or LT next, L in hold<br />
{|<br />
|<playfield><br />
.....<br />
I...L<br />
IILLL<br />
I.GGG<br />
</playfield><br />
| valign=center | →<br />
|<playfield><br />
.....<br />
.....<br />
GLLLG<br />
GLGGG<br />
</playfield><br />
|}<br />
<br />
OTL, TOL:<br />
{|<br />
|<playfield><br />
.....<br />
...OO<br />
IIIOO<br />
.IGGG<br />
</playfield><br />
| valign=center | →<br />
|<playfield><br />
.....<br />
.....<br />
LLLGG<br />
LGGGG<br />
</playfield><br />
|}<br />
<br />
OLT, LOT<br />
{|<br />
|<playfield><br />
.....<br />
...OO<br />
LLLOO<br />
L.GGG<br />
</playfield><br />
| valign=center | →<br />
|<playfield><br />
.....<br />
.....<br />
IIIGG<br />
GIGGG<br />
</playfield><br />
|}<br />
<br />
==3x1 center residue solutions==<br />
LTI, TLI (mirror works with J instead of L)<br />
{|<br />
|<playfield><br />
.....<br />
ZZZZI<br />
LLLII<br />
LGGGI<br />
</playfield><br />
|}<br />
<br />
==2x1 corner residue solutions==<br />
Again, shown with residue on right, swap J and L for mirror.<br />
<br />
JI, IJ<br />
{|<br />
|<playfield><br />
.....<br />
.....<br />
JZZZZ<br />
JJJGG<br />
</playfield><br />
|} Note: If you have the option, placing I first saves a line clear delay which means it's superior.<br />
<br />
OL, LO<br />
{|<br />
|<playfield><br />
.....<br />
.....<br />
OOLLL<br />
OOLGG<br />
</playfield><br />
|}<br />
<br />
==1x2 corner residue solutions==<br />
Any 4x2 shape works (OO, JJ, LL, II)<br />
{|<br />
|<playfield><br />
.....<br />
.....<br />
ZZZZG<br />
ZZZZG<br />
</playfield><br />
|<playfield><br />
.....<br />
.....<br />
OOOOG<br />
OOOOG<br />
</playfield><br />
|<playfield><br />
.....<br />
.....<br />
JJJJG<br />
JJJJG<br />
</playfield><br />
|<playfield><br />
.....<br />
.....<br />
LLLLG<br />
LLLLG<br />
</playfield><br />
|}<br />
<br />
==residue transformation==<br />
3x1 to 1x2<br />
{|<br />
|<playfield><br />
.....<br />
L....<br />
L....<br />
LLGGG<br />
</playfield><br />
| valign=center | →<br />
|<playfield><br />
.....<br />
.....<br />
G....<br />
G....<br />
</playfield><br />
|}<br />
<br />
3x1 to 2x1<br />
{|<br />
|<playfield><br />
.....<br />
.....<br />
OO...<br />
OOGGG<br />
</playfield><br />
| valign=center | →<br />
|<playfield><br />
.....<br />
.....<br />
.....<br />
GG...<br />
</playfield><br />
|}</div>Mufhttp://tetris.wiki/index.php?title=User:TWF&diff=10564User:TWF2015-12-23T19:03:58Z<p>Muf: 1 revision</p>
<hr />
<div>[[User:TWF/Konoha|Konoha]]<br />
<br />
<pre> _________________________________________ _________________________________________ <br />
|-| | | | |/ \|-|<br />
| | | | | |__ __| |<br />
| | | | | | \ / | |<br />
| | | | | | \ / | |<br />
| |/ \| | \_____________200_____________/ | |<br />
| |__ __| |_______________________________________| |<br />
| | \ / | | | | | | | | | | |<br />
| | \ / | | | | | | | | | | |<br />
| | \_____________333_____________/ | | | | | | | | | | |<br />
| |_______________________________________| | | | | | | | | | |<br />
| | | | | | | | | | | | | | | | | | | |<br />
| | | | | | | | | | ___ ___ ___ ______ __ __ __ | | | | | | | | | |<br />
(#) | | | | | | | | | | | ' | ' | | | \ \ / | | | | | | | | (#)<br />
| | | | | | | | | | |___| |___ | | | | | \/ | | | | | | | | | |<br />
| |-------|----|---|----|---|----|---|----|_____ | | | | | | | | /\ |----|---|----|---|----|---|----|-------| |<br />
| | | | | | | | | | HS \ | | .___| |___. _|__|_ |__/ _/ \_ | | | | | | | | | |<br />
| |=======| |===|====| | | | ^ ^| 5.0 | The next generation text simulator. | |===|====| | | | |=======| |<br />
| | | | | | | | |^ ^ | 4.5 | | | | | | | | | | |<br />
| | | | | | | | |^^^^| 4.0 | | | | | | | | | | |<br />
| | .--..--..--..--.---- | .--..--.****| 3.5 | | | .--..--..--..-.| |.--..--. | |<br />
| | | _||-,|| = |--|-..- | ' _|| .|%%%%| 3.0 | | | | _|| .|| .|| \ |' _|| .| | |<br />
| | | ||| ||| = |||| || | ._-|' .'%%%%| 2.5 | | | | ||| || || '/ |._-|' .' | |<br />
| | '--''-'''--'" " '' | '--''--'@@@@| 2.0 | | | '--''--''--''-'| |'--''--' | |<br />
| | | | | | | | |@@@@|>1.5<| | | | | | | | | | |<br />
| | | | | | | | |####| 1.0 | | | | | | | | | | |<br />
| | | | | | | | |####| 0.5 | | | | | | | | | | |<br />
|-|_______|____|___|____|___|____|___|\\//| OFF | |____|___|____|___|____|___|____|_______|-|<br />
| . ---- . ____.---.____.---.____.---.//\\ \____|______ ___________/ ____.---.____.---.____.---.____ . ---- . |<br />
\ / \| |###| |###| |###| |'|=========|\ /|=========|'| |###| |###| |###| |/ \ /<br />
|| (--) || |###| |###| |###| |.-----------.\ /.-----------.| |###| |###| |###| || (--) || <br />
|\ /| |###| |###| |###| || ,..-..-. \\ // ,..-..-. || |###| |###| |###| |\ /| <br />
\' ---- '|____|---|____|---|____|---|____|| ||_||_|'/, \\ // '/, ||_||_| ||____|---|____|---|____|---|____|' ---- '/ <br />
,-P01-GROOVEGAUGE----------------._______|=============|| ||=============|_______.----------------P02-GROOVEGAUGE-, <br />
:| ||||||||||||||||||||||||||||||||||||||||\\\\\\\\\\ [ || || ] //////////|||||||||||||||||||||||||||||||||||||||| |: <br />
:| ||||||||||||||||||||||||||||||||||||||||\\\\\\\\\\ [ *| |* ] //////////|||||||||||||||||||||||||||||||||||||||| |: <br />
;----------------------------------------._____________/| |\_____________.----------------------------------------; <br />
>| :SCORE: 0 0 0 0 0 0 | .-------------------.|_____________________________________|.-------------------. | 0 0 0 0 0 0 :SCORE: |<<br />
>| :MAX COMBO: 0 0 0 0 | || ASCIIDX || \--/ _'----------------------'_ \--/ || NORMAL || | 0 0 0 0 :MAX COMBO: |<<br />
'-----------------------------.___ |'-----------------'||>==< |_ EFFECTOR OFF _| >==<||'-----------------'| ___.-----------------------------'<br />
\_________STAGE_______/|>==\___.---------------------.___/==<|\_____DIFFICULTY______/ <br />
'--------------------'/ //._' ____BPM____ '_.\\ \'--------------------' <br />
" \| 170 |/ " <br />
'===-----===' </pre></div>Mufhttp://tetris.wiki/index.php?title=User:Rich_Nagel&diff=10562User:Rich Nagel2015-12-23T19:03:58Z<p>Muf: 2 revisions</p>
<hr />
<div>Rich ¥Weeds¥ Nagel<br><br />
richnagel*AT*centurylink.net<br><br />
[http://www.richnagel.net www.richnagel.net]<br><br><br />
[http://jasonwilliams400com.startlogic.com/snor/weeds/ ¥Weeds¥ LockJaw and Tetris Stuff]<br><br />
(Search for "Tet", "LockJaw", and "LockJaw_v" minus the quotes)<br><br><br />
{|<br />
|- valign="top"<br />
|<playfield><br />
<br />
JJ JJ <br />
JJ JJ <br />
JJJJ <br />
JJ <br />
JJJJJJJJ <br />
JJ <br />
JJJJJJJJ <br />
JJ <br />
JJ <br />
JJ <br />
<br />
</playfield><br />
|}<br />
ASCII 157 - "Tetrisized" version of the "official" ¥Weeds¥ logo!</div>Mufhttp://tetris.wiki/index.php?title=User:Poochy/Sakura_Mode_Stages&diff=10559User:Poochy/Sakura Mode Stages2015-12-23T19:03:58Z<p>Muf: 2 revisions</p>
<hr />
<div>Empty rows at the top of the playfield are omitted.<br />
==Stage 1==<br />
<playfield><br />
..CC..CT..<br />
.CIIIIIIC.<br />
.COOOOOOC.<br />
</playfield><br />
<br />
==Stage 2==<br />
<playfield><br />
....CJJC..<br />
....IIII..<br />
.....CCC..<br />
.CIIIIIII.<br />
.JJJJJJJC.<br />
</playfield><br />
==Stage 3==<br />
<playfield><br />
...CTLC...<br />
....LC....<br />
....CC....<br />
.TLTLTLTL.<br />
.CTLTLTLC.<br />
</playfield><br />
==Stage 4==<br />
'''Gimmick:''' Mirror Block after every 3rd piece.<br />
<playfield><br />
..CSSSS...<br />
...CCJJ...<br />
C.CSSSSS..<br />
JCJJJJJJC.<br />
</playfield><br />
==Stage 5==<br />
<playfield><br />
.CIOICIOC.<br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..IOIOIO..<br />
.COIOIOIC.<br />
.CIOIOIOC.<br />
</playfield><br />
==Stage 6==<br />
<playfield><br />
....CC....<br />
..C.JO.C..<br />
....OJ....<br />
.COJCOJOC.<br />
</playfield><br />
==Stage 7==<br />
<playfield><br />
.CC.ZSZS..<br />
....CCSZ..<br />
Z...ZSCC..<br />
SZSZSZSZ..<br />
ZSZSZSZSC.<br />
</playfield><br />
==Stage 8==<br />
'''Gimmick:''' X-Ray on 1st piece and every other piece after that.<br />
<playfield><br />
...CTTTTTC<br />
.........T<br />
.........T<br />
.COOOOOOOC<br />
..........<br />
..........<br />
JJJJJJC...<br />
J.........<br />
C.........<br />
LLLLLLLLC.<br />
</playfield><br />
==Stage 9==<br />
<playfield><br />
...CTTTT..<br />
...IIIIC..<br />
TTTCCC....<br />
IIIIIIII..<br />
TTTTTTTT..<br />
IIIIIIIIC.<br />
TTTTTTTTC.<br />
</playfield><br />
==Stage 10==<br />
<playfield><br />
...CSSC...<br />
..CSSSSC..<br />
.CSSSSSSC.<br />
....I.....<br />
....I.....<br />
....I.L...<br />
....CLL...<br />
</playfield><br />
==Stage 11==<br />
<playfield><br />
....LL....<br />
....C.....<br />
....LC....<br />
.....C....<br />
....LL....<br />
....CC....<br />
CSS.LL.SSC<br />
</playfield><br />
==Stage 12==<br />
'''Gimmick:''' Color Block, always active.<br />
<playfield><br />
.......SSC<br />
..ZCZ...CS<br />
.ZCZCZ...C<br />
ZZZCZZZ...<br />
</playfield><br />
==Stage 13==<br />
'''Gimmick:''' Mirror Block after every 3rd piece.<br />
<playfield><br />
I........C<br />
II......CI<br />
III....CII<br />
JJJJ..CJJJ<br />
.CJJJCJJC.<br />
</playfield><br />
==Stage 14==<br />
<playfield><br />
...OZO...<br />
C..COZC...<br />
...OZOZOZC<br />
.......COZ<br />
......COZC<br />
</playfield><br />
==Stage 15==<br />
<playfield><br />
..J....J..<br />
..JOJJOJ..<br />
...OJJO...<br />
....CC....<br />
..........<br />
....CC....<br />
...COOC...<br />
..COOOOO..<br />
</playfield><br />
==Stage 16==<br />
'''Gimmick:'''' Roll Roll every 4th piece<br />
<playfield><br />
..C....C..<br />
..I..C.I..<br />
..I.CC.I..<br />
..I....I..<br />
..CIIIIC..<br />
..........<br />
..........<br />
</playfield><br />
==Stage 17==<br />
<playfield><br />
C..S..T..C<br />
...S..T...<br />
...S..C...<br />
...S..T...<br />
...C..T...<br />
...S..T...<br />
...S..C...<br />
...S..T...<br />
...S..T...<br />
.TTTCCSSS.<br />
</playfield><br />
==Stage 18==<br />
<playfield><br />
...OCOO...<br />
..O....O..<br />
.L..CC..C.<br />
.C..CC..L.<br />
.ZL....LZ.<br />
.ZZLLLLZZ.<br />
</playfield><br />
==Stage 19==<br />
<playfield><br />
......C...<br />
.....L....<br />
....LZL...<br />
.L..LZZL..<br />
.LL..CZZ..<br />
..CZ.ZZZZ.<br />
..ZZZZOCLL<br />
.ZLOCOOOOL<br />
.LLOOIIIIC<br />
..LOJJCJJJ<br />
</playfield><br />
==Stage 20==<br />
<playfield><br />
..CJJJJJ..<br />
I..CIII..I<br />
SS..CS..SS<br />
OOC....COO<br />
ZZZC..CZZZ<br />
</playfield><br />
==EX Stage 1==<br />
<playfield><br />
..SSSSS...<br />
.SSSSSSCS.<br />
SSSSSSSSC.<br />
S..SLLS..S<br />
.C.SLL.C.C<br />
....LL....<br />
....LL....<br />
....LL....<br />
....CC....<br />
</playfield><br />
==EX Stage 2==<br />
<playfield><br />
..J....J..<br />
.JCJ..JCJ.<br />
..J....J..<br />
..........<br />
..........<br />
....CC....<br />
..........<br />
..........<br />
...ICCI...<br />
...JJCJ...<br />
</playfield><br />
==EX Stage 3==<br />
'''Gimmick:''' Death Block on every piece.<br />
<playfield><br />
........IT<br />
........OS<br />
CC........<br />
ZC........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
....CC....<br />
....CC....<br />
</playfield><br />
==EX Stage 4==<br />
<playfield><br />
SSSSC.....<br />
.....COOOC<br />
..........<br />
CJJJC.....<br />
.....CZZZC<br />
</playfield><br />
==EX Stage 5==<br />
<playfield><br />
.....C....<br />
...C...C..<br />
.....C....<br />
...C...C..<br />
.....C....<br />
..........<br />
..........<br />
</playfield><br />
==EX Stage 6==<br />
<playfield><br />
....ZZ....<br />
....LL....<br />
....LL....<br />
....LL....<br />
...CLLC...<br />
..LIIIIL..<br />
..LIIIIL..<br />
..L..C.L..<br />
..L.CC.L..<br />
..LJJJCL..<br />
..LCJJJL..<br />
..LLLLLL..<br />
</playfield><br />
==EX Stage 7==<br />
<playfield><br />
.CLSSSSSC.<br />
S.OLSSSS.O<br />
SS.OLSS.OL<br />
SSS.OL.OLS<br />
SSSL.COLSS<br />
SSLOC.LSSS<br />
SLO.LC.SSS<br />
LO.SSLO.SS<br />
O.SSSSLO.S<br />
.CSSSSSLC.<br />
</playfield></div>Mufhttp://tetris.wiki/index.php?title=User:Poochy/Sakura_Mode_Guide&diff=10556User:Poochy/Sakura Mode Guide2015-12-23T19:03:57Z<p>Muf: 38 revisions</p>
<hr />
<div>==Sequence==<br />
The piece sequence is fixed and loops after 255 pieces. The full sequence is as follows (break every 15 pieces):<br />
<br />
LIJOTSZILJOTISJ<br />
ZLOIJSZTIOJZTLS<br />
OZTISOLTJSIZTOJ<br />
LIZSTOIZLTJOSIL<br />
TZSOITJLZSTJJIS<br />
OLJITSLZOIZSJOI<br />
TSZLJTSZLISTJLZ<br />
OTIOZSJILTZSOIT<br />
ZJSOLTJSZIOJLZI<br />
OJTZIZLOSIZTJOI<br />
LZSOJIOSZTJILOS<br />
SILZOTJIZTSOLZT<br />
SOIJTZSILTZOSIJ<br />
ZTOLJISOLJTZSOL<br />
TZJSOTILZJTOLZI<br />
JSOZTJLOZSTLOZI<br />
TSOLZTJIOSLZJTO<br />
<br />
==Stages==<br />
See [[User:Poochy/Sakura Mode Stages|Sakura Mode Stages]].<br />
<br />
==NIK's WR Route==<br />
Notes: The number of skips is noted for each stage. IHS means on the last skip, hold down the button to use IHS on the first piece.<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 />
! '''Stage''' || '''Skip''' || '''Use''' || '''Total''' || '''Index'''<br />
|-<br />
| 1 || 8 || 3 || 12 || 0<br />
|-<br />
| 2 || 3 || 5 || 20 || 12<br />
|-<br />
| 3 || 3 || 8 || 31 || 20<br />
|-<br />
| 4 || 2 || 5 || 38 || 31<br />
|-<br />
| 5 || 3 || 4 || 45 || 38<br />
|-<br />
| 6 || 0 || 6 || 52 || 45<br />
|-<br />
| 7 || 1 || 6 || 59 || 52<br />
|-<br />
| 8 || 10 || 6 || 75 || 59<br />
|-<br />
| 9 || 2 || 5 || 82 || 75<br />
|-<br />
| 10 || 6 || 6 || 94 || 82<br />
|-<br />
| 11 || 0 || 11 || 106 || 94<br />
|-<br />
| 12 || 0 || 6 || 113 || 106<br />
|-<br />
| 13 || 2 || 7 || 122 || 113<br />
|-<br />
| 14 || 1 || 7 || 130 || 122<br />
|-<br />
| 15 || 0 || 8 || 139 || 130<br />
|-<br />
| 16 || 6 || 9 || 154 || 139<br />
|-<br />
| 17 || 5 || 15 || 174 || 154<br />
|-<br />
| 18 || 9 || 9 || 192 || 174<br />
|-<br />
| 19 || 5 || 10 || 207 || 192<br />
|-<br />
| 20 || 10 || 7 || 224 || 207<br />
|-<br />
| EX1 || 16 || 11 || 251 || 224<br />
|-<br />
| EX2 || 1 || 10 || 262 || 251<br />
|-<br />
| EX3 || 2 || 4 || 268 || 7<br />
|-<br />
| EX4 || 6 || 8 || 282 || 13<br />
|-<br />
| EX5 || 1 || 13 || 296 || 27<br />
|-<br />
| EX6 || 4 || 18 || 318 || 41<br />
|-<br />
| EX7 || 2 || 25 || 345 || 63<br />
|-<br />
|}<br />
<br />
* '''Stage:''' Stage number.<br />
* '''Skip:''' Number of pieces to skip at the start of the stage.<br />
* '''Use:''' Number of pieces the route uses on the stage.<br />
* '''Total:''' Cumulative number of pieces skipped and used through the end of the stage.<br />
* '''Index:''' Position in the piece sequence (0-indexed) at the start of the stage, before skips.<br />
<br />
===Stage 1===<br />
Skips: 8<br />
<playfield><br />
....OO....<br />
JJCCOOCGLL<br />
JCGGGGGGCL<br />
JCGGGGGGCL<br />
</playfield><br />
Use the L in the hold box last.<br />
===Stage 2===<br />
Skips: 3, IHS<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
ZZZZCGGCOO<br />
..J.GGGGOO<br />
..JJJCCCLL<br />
.CGGGGGGGL<br />
.GGGGGGGCL<br />
</playfield><br />
| →<br />
|<playfield><br />
..........<br />
..G.GGGGGG<br />
JJGGGGGGGG<br />
JGGGGGGGGG<br />
JGGGGGGGGG<br />
</playfield><br />
|-<br />
|}<br />
===Stage 3===<br />
Skips: 3<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
...CGGC...<br />
Z.OOGCIII.<br />
Z.OOCC.I..<br />
ZGGGGGGGG.<br />
ZCGGGGGGC.<br />
</playfield><br />
| →<br />
|<playfield><br />
IIICGGCJJJ<br />
GIGGGCGGGJ<br />
G.GGCC.G..<br />
GGGGGGGGG.<br />
GCGGGGGGC.<br />
</playfield><br />
| →<br />
|<playfield><br />
..S..T....<br />
.SS..TT...<br />
GSGGCCTGLL<br />
GGGGGGGGGL<br />
GCGGGGGGCL<br />
</playfield><br />
|-<br />
|}<br />
<br />
===Stage 4===<br />
Skips: 2, IHS<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
OO........<br />
OOCGGGGT..<br />
IIICCGGTT.<br />
CICGGGGGT.<br />
GCGGGGGGC.<br />
</playfield><br />
|Mirror<br>→<br>Block<br />
|<playfield><br />
.LLL....GG<br />
ZLGGGGGCGG<br />
ZGGGGCCGGG<br />
ZGGGGGGCGC<br />
ZCGGGGGGCG<br />
</playfield><br />
|-<br />
|}<br />
===Stage 5===<br />
Skips: 3<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
.S........<br />
SS........<br />
SCGGGCGGC.<br />
..........<br />
..........<br />
..........<br />
..........<br />
.........Z<br />
..GGGGGG.Z<br />
.CGGGGGGCZ<br />
.CGGGGGGCZ<br />
</playfield><br />
|→<br />
|<playfield><br />
.G.......I<br />
GG......II<br />
GCGGGCGGCI<br />
..........<br />
..........<br />
..........<br />
..........<br />
.........G<br />
..GGGGGG.G<br />
.CGGGGGGCG<br />
.CGGGGGGCG<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
.G.......G<br />
GG......GG<br />
..........<br />
..........<br />
..........<br />
..........<br />
.........G<br />
JJGGGGGG.G<br />
JCGGGGGGCG<br />
JCGGGGGGCG<br />
</playfield><br />
|-<br />
|}<br />
===Stage 6===<br />
Skips: 0<br />
<playfield><br />
I.T...Z...<br />
IITTCCZLLZ<br />
ISCTGGZCLZ<br />
SS..GGZ.LZ<br />
SCGGCGGGCZ<br />
</playfield><br />
===Stage 7===<br />
Skips: 1<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
..........<br />
.CC.GGGG..<br />
...LCCGGI.<br />
GLLLGGCCII<br />
GGGGGGGGI.<br />
GGGGGGGGC.<br />
</playfield><br />
|→<br />
|<playfield><br />
....S..T..<br />
...SS..TT.<br />
JCCSGGGGTZ<br />
JJJGCCGGGZ<br />
GGGGGGGGGZ<br />
GGGGGGGGCZ<br />
</playfield><br />
|-<br />
|}<br />
===Stage 8===<br />
Skips: 10, IHS<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
.I........<br />
IIICGGGGGC<br />
.S.......G<br />
SS.......G<br />
SCGGGGGGGC<br />
..........<br />
..........<br />
GGGGGGC...<br />
G.........<br />
C.........<br />
GGGGGGGGC.<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
.G........<br />
.G.......G<br />
GG.......G<br />
..........<br />
..........<br />
GGGGGGCJJJ<br />
G.......TJ<br />
C.......TT<br />
GGGGGGGGCT<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
.G........<br />
.G.......G<br />
GG.......G<br />
..........<br />
..........<br />
GJ......GG<br />
CJJJZZZZGG<br />
</playfield><br />
|-<br />
|}<br />
===Stage 9===<br />
Skips: 2<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
J..CGGGG..<br />
JJJGGGGC..<br />
GGGCCC....<br />
GGGGGGGG.Z<br />
GGGGGGGG.Z<br />
GGGGGGGGCZ<br />
GGGGGGGGCZ<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..TT......<br />
GTTCGGGG..<br />
GGGGGGGCL.<br />
GGGCCCLLL.<br />
GGGGGGGG.G<br />
GGGGGGGG.G<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..GG......<br />
GGGCGGGGLL<br />
GGGGGGGCGL<br />
GGGCCCGGGL<br />
GGGGGGGG.G<br />
GGGGGGGG.G<br />
</playfield><br />
|-<br />
|}<br />
===Stage 10===<br />
Skips: 6, IHS<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
.OO....J..<br />
IOOCGGCJJJ<br />
IICGGGGC..<br />
ICGGGGGGC.<br />
....G.....<br />
....G.....<br />
....G.G...<br />
ZZZZCGG...<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
.GG....GT.<br />
GGCGGGGCTT<br />
GCGGGGGGCT<br />
....G.....<br />
....G.....<br />
....G.G..L<br />
GGGGCGGLLL<br />
</playfield><br />
|-<br />
|}<br />
===Stage 11===<br />
Skips: 0<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
....GG....<br />
....C.....<br />
....GC...L<br />
.J...CZLLL<br />
.JT.GGZ.I.<br />
JJTTCCZIII<br />
CGGTGGZGGC<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
......LL..<br />
....GG.L..<br />
..TTCSSL..<br />
.TTIGCSS.G<br />
.GIIICGGGG<br />
.GG.GGG.G.<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
......GG..<br />
....GG.G.S<br />
JJGGCGGGSS<br />
JGGGGCGGSG<br />
JGGGGCGGGG<br />
.GG.GGG.G.<br />
</playfield><br />
|-<br />
|}<br />
===Stage 12===<br />
Skips: 0<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
..S.TT....<br />
.SSTTOOGGC<br />
.SGCGOOICG<br />
.GCGCGIIIC<br />
GGGCGGG...<br />
</playfield><br />
|→<br />
|<playfield><br />
Z.G.GG....<br />
ZGGGGGGGGC<br />
ZGGCGGGGCG<br />
ZGCGCGGGGC<br />
GGGCGGG...<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
G.G.GG.J..<br />
GGGCGGGJJJ<br />
</playfield><br />
|-<br />
|}<br />
===Stage 13===<br />
Skips: 2<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
GIIIOOIIIC<br />
GGITOOSICG<br />
GGGTTSSCGG<br />
GGGGTSCGGG<br />
.CGGGCGGC.<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
.S........<br />
SS........<br />
SCGGCGGGC.<br />
</playfield><br />
|Mirror<br>→<br>Field<br />
|<playfield><br />
..........<br />
..........<br />
JJ......G.<br />
J.......GG<br />
JCGGGCGGCG<br />
</playfield><br />
|-<br />
|}<br />
Note: Mirror Field will trigger for the first time after the dropping the O, but that shouldn't affect anything since the field will be perfectly symmetrical at that point.<br />
===Stage 14===<br />
Skips: 1<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
..........<br />
...GGG..OO<br />
C..CGGC.OO<br />
L..GGGGGGC<br />
L.IIITTCGG<br />
LL.ITTCGGC<br />
</playfield><br />
|→<br />
|<playfield><br />
......T...<br />
...GGGTTGG<br />
CJJCGGCTGG<br />
GJ.GGGGGGC<br />
GJGGGGGCGG<br />
GG.GGGCGGC<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..Z...G...<br />
..ZGGGGGGG<br />
GGZGGGGGGC<br />
GGZGGGCGGC<br />
</playfield><br />
|-<br />
|}<br />
===Stage 15===<br />
Skips: 0<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
..G....G..<br />
..GGGGGG..<br />
...GGGG...<br />
..LLCC....<br />
...L......<br />
...LCC....<br />
OO.CGGCSS.<br />
OOCGGGGGSS<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..G....G..<br />
..GGGGGG..<br />
...GGGG...<br />
OOGGCC....<br />
OO.G......<br />
JJJGCC....<br />
GGJCGGCGG.<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..G....G..<br />
..GGGGGG..<br />
...GGGG...<br />
GGGGCCIIIZ<br />
GG.G..JI.Z<br />
GGGGCCJJJZ<br />
GGGCGGCGGZ<br />
</playfield><br />
|-<br />
|}<br />
===Stage 16===<br />
Skips: 6<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
OOCI...C..<br />
OOGIIC.G..<br />
JJGICC.G..<br />
J.G....G..<br />
JSCGGGGC..<br />
SS........<br />
S.........<br />
</playfield><br />
|→<br />
|<playfield><br />
GGCG..ZC..<br />
GGGGGCZG..<br />
GGGGCCZGLL<br />
G.G...ZGZL<br />
GGCGGGGCZL<br />
GG......Z.<br />
G.......Z.<br />
</playfield><br />
|→<br />
|<playfield><br />
...SS.....<br />
GGCGSSGCOO<br />
GGGGGCGGOO<br />
GGGGCCGGGG<br />
G.G...GGGG<br />
GG......G.<br />
G.......G.<br />
</playfield><br />
|-<br />
|}<br />
Note: Due to Roll Roll, make sure the O is 4th. The Z should be the 8th piece, which should be dropped as quickly as possible to make sure Roll Roll doesn't affect it.<br />
===Stage 17===<br />
Skips: 5, IHS<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
SS........<br />
CSSGOOGJJC<br />
...GOOGJ..<br />
LLLGOOCJI.<br />
L..GOOGII.<br />
LLLCJJGTI.<br />
LI.GJZGTT.<br />
IIIGJZCTT.<br />
.S.G.ZGTT.<br />
SS.G.ZG.T.<br />
SGGGCCGGG.<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
GG........<br />
...GGGGG..<br />
GGGGGGCGGZ<br />
G..GGGGGGZ<br />
GGGCGGGGGZ<br />
GG.GGGGGGZ<br />
GGGGGGCGGZ<br />
.G.G.GGGGZ<br />
GG.G.GG.GZ<br />
GGGGCCGGGZ<br />
</playfield><br />
|-<br />
|}<br />
===Stage 18===<br />
Skips: 9<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
........T.<br />
.I......TT<br />
IIIGCGGSST<br />
JJG....GSS<br />
JG..CC..CZ<br />
JC..CC..GZ<br />
.GG....GGZ<br />
.GGGGGGGGZ<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
........G.<br />
.G......GG<br />
GGGZZZZGGG<br />
GG..CC..CG<br />
GC..CC..GG<br />
.GG....GGG<br />
.GGGGGGGGG<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
........G.<br />
.GLLL...GG<br />
GGLICCOOCG<br />
GCIICCOOGG<br />
.GGI...GGG<br />
.GGGGGGGGG<br />
</playfield><br />
|-<br />
|}<br />
<br />
===Stage 19===<br />
Skips: 5<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
......C...<br />
.....G....<br />
JJOOGGGLLZ<br />
JGOOGGGGLZ<br />
JGG..CGGLZ<br />
..CG.GGGGZ<br />
..GGGGGCGG<br />
.GGGCGGGGG<br />
.GGGGGGGGC<br />
..GGGGCGGG<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
...IIICLLL<br />
...TIG.L..<br />
GGGTTCGGGG<br />
..CGTGGGGG<br />
..GGGGGCGG<br />
.GGGCGGGGG<br />
.GGGGGGGGC<br />
..GGGGCGGG<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
...GGGCGGG<br />
...GGG.G..<br />
..CGGGGGGG<br />
JJGGGGGCGG<br />
JGGGCGGGGG<br />
JGGGGGGGGC<br />
..GGGGCGGG<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
IIIGGGCGGG<br />
.I.GGG.G..<br />
OOCGGGGGGG<br />
OOGGGGCGGG<br />
</playfield><br />
|-<br />
|}<br />
===Stage 20===<br />
Skips: 10<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
L.........<br />
L........S<br />
LLCGGGGGSS<br />
G..CGGG.SG<br />
GG..CG..GG<br />
GGC....CGG<br />
GGGC..CGGG<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
G.........<br />
G.I....JJG<br />
GIICGGGJGG<br />
GGI.CG.JGG<br />
GGC....CGG<br />
GGGC..CGGG<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
G..Z......<br />
G.GZ...GGG<br />
GGGZCGLGGG<br />
GGCZLLLCGG<br />
GGGC..CGGG<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
G..G......<br />
G.GGOO.GGG<br />
GGGCOOCGGG<br />
</playfield><br />
|-<br />
|}<br />
<br />
===EX Stage 1===<br />
Skips: 16<br />
{|<br />
|- align="center" valign="center"<br />
|&nbsp;<br />
|<playfield><br />
I........Z<br />
IIGGGGG..Z<br />
IGGGGGGCGZ<br />
GGGGGGGGCZ<br />
G..GGGG..G<br />
.C.GGG.C.C<br />
....GG....<br />
....GG....<br />
....GG....<br />
....CC....<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
G........G<br />
GGGGGGGOOG<br />
G..GGGGOOG<br />
.C.GGG.C.C<br />
....GG....<br />
....GG....<br />
....GG....<br />
....CC....<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
G........G<br />
GLLGGGGGGG<br />
.CLGGG.C.C<br />
..L.GG....<br />
....GG....<br />
....GG....<br />
....CC....<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..I....T..<br />
GIIIJJJTTG<br />
.CGGGGJCTC<br />
..G.GG....<br />
....GG....<br />
....GG....<br />
....CC....<br />
</playfield><br />
|-<br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
..G....G..<br />
.CGGGGGCGC<br />
..G.GG....<br />
....GG....<br />
....GG....<br />
ZZZZCC....<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
.S........<br />
SSG....G..<br />
SCGGGGGCGC<br />
..G.GG....<br />
....GG....<br />
....GG....<br />
GGGGCC....<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
.G........<br />
GGG....G..<br />
..G.GG....<br />
....GG....<br />
....GG..OO<br />
GGGGCC..OO<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
.G........<br />
GGG....G..<br />
..G.GG....<br />
....GGL...<br />
....GGL.GG<br />
GGGGCCLLGG<br />
</playfield><br />
|-<br />
|}<br />
Note: For the last L placement, hold up on the stick and rotate counterclockwise twice for two quick wallkicks:<br />
{|<br />
|- align="center" valign="center"<br />
|&nbsp;<br />
|<playfield><br />
.G........<br />
GGG..LLG..<br />
..G.GGL...<br />
....GGL...<br />
....GG..GG<br />
GGGGCC..GG<br />
</playfield><br />
|→<br />
|<playfield><br />
.G........<br />
GGG....G..<br />
..G.GG....<br />
....GGLLL.<br />
....GGL.GG<br />
GGGGCC..GG<br />
</playfield><br />
|→<br />
|<playfield><br />
.G........<br />
GGG....G..<br />
..G.GG....<br />
....GGL...<br />
....GGL.GG<br />
GGGGCCLLGG<br />
</playfield><br />
|-<br />
|}<br />
<br />
===EX Stage 2===<br />
Skips: 1<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
I.........<br />
IIG....G..<br />
IGCG..GCG.<br />
..G....G..<br />
..........<br />
..........<br />
....CCZZZZ<br />
........L.<br />
........L.<br />
.OOGCCGJLL<br />
.OOGGCGJJJ<br />
</playfield><br />
|→<br />
|<playfield><br />
G........I<br />
GGG....GII<br />
GGCG..GCGI<br />
..G....G..<br />
..........<br />
..........<br />
OO..CCGGGG<br />
OO......G.<br />
JJ......G.<br />
JGGGCCGGGG<br />
JGGGGCGGGG<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
G........G<br />
GGG..TTGGG<br />
GGCGTTGCGG<br />
..G....G..<br />
..........<br />
..........<br />
GG..CCGGGG<br />
GG......G.<br />
GG......G.<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
G........G<br />
GGG..GGGGG<br />
..G....G..<br />
..........<br />
.SS.......<br />
GGSSCCGGGG<br />
GG......G.<br />
GG......G.<br />
</playfield><br />
|-<br />
|}<br />
===EX Stage 3===<br />
Skips: 2<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
........GG<br />
........GG<br />
CC........<br />
GC........<br />
..LLLL....<br />
..LLLL....<br />
..JJLL....<br />
..JJLL....<br />
..JJLLOOOO<br />
..JJLLOOOO<br />
JJJJCCOOOO<br />
JJJJCCOOOO<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
........GG<br />
........GG<br />
CCZZZZZZZZ<br />
GCZZZZZZZZ<br />
..GGGG....<br />
..GGGG....<br />
..GGGG....<br />
..GGGG....<br />
..GGGGGGGG<br />
..GGGGGGGG<br />
</playfield><br />
|-<br />
|}<br />
The I can be rotated into place by dropping it in columns 7 and 8 and then rotating in either direction.<br />
===EX Stage 4===<br />
Skips: 6, IHS<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
........T.<br />
........TT<br />
GGGGCZZZZT<br />
.....CGGGC<br />
..........<br />
CGGGC.....<br />
.....CGGGC<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
........G.<br />
..J.....GG<br />
SSJJJCGGGC<br />
.SS.......<br />
CGGGC.....<br />
.....CGGGC<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
........G.<br />
..G..I..GG<br />
.GG..II...<br />
CGGGCIZZZZ<br />
.....CGGGC<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
........G.<br />
..G..G..GG<br />
JGGOOGG...<br />
JJJOOCGGGC<br />
</playfield><br />
|-<br />
|}<br />
===EX Stage 5===<br />
Skips: 1<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
........I.<br />
.....C..II<br />
...CLLLCIS<br />
....LC..SS<br />
...C...CSI<br />
.....C.TII<br />
.......TTI<br />
........T.<br />
</playfield><br />
|→<br />
|<playfield><br />
........G.<br />
.ILLLC..GG<br />
IILCGGGCGG<br />
.ITTGC..GG<br />
.TTC...CGG<br />
.ZZZZC.GGG<br />
OO.....GGG<br />
OO......G.<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
........G.<br />
ZGGGGCOOGG<br />
ZGGGGCOOGG<br />
ZGGCJJJCGG<br />
ZGGGGCJGGG<br />
GG.....GGG<br />
GG......G.<br />
</playfield><br />
|-<br />
|}<br />
'''Notes:'''<br />
<br />
The first L needs to be twisted into place:<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
...LLC....<br />
...CL..C..<br />
....LC....<br />
...C...C..<br />
.....C....<br />
..........<br />
..........<br />
</playfield><br />
|→<br />
|<playfield><br />
.....C....<br />
...CLLLC..<br />
....LC....<br />
...C...C..<br />
.....C....<br />
..........<br />
..........<br />
</playfield><br />
|-<br />
|}<br />
The first I needs to be rotated then shifted into place:<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
........G.<br />
.....C..GG<br />
...CGGGCGG<br />
....GC..GG<br />
..ZC...CGG<br />
..Z..C.GGG<br />
GGZ....GGG<br />
GGZ.....G.<br />
</playfield><br />
|→<br />
|<playfield><br />
........G.<br />
.....C..GG<br />
...CGGGCGG<br />
....GC..GG<br />
...C...CGG<br />
ZZZZ.C.GGG<br />
GG.....GGG<br />
GG......G.<br />
</playfield><br />
|→<br />
|<playfield><br />
........G.<br />
.....C..GG<br />
...CGGGCGG<br />
....GC..GG<br />
...C...CGG<br />
.ZZZZC.GGG<br />
GG.....GGG<br />
GG......G.<br />
</playfield><br />
|-<br />
|}<br />
The J needs to be twisted into place, symmetrical to the first L.<br />
<br />
===EX Stage 6===<br />
Skips: 4<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
....GG....<br />
....GG....<br />
....GG....<br />
....GG....<br />
...CGGCSS.<br />
OOGGGGGGSS<br />
OOGGGGGGJJ<br />
.IG..C.GJ.<br />
IIG.CC.GJ.<br />
TIGGGGCGL.<br />
TTGCGGGGL.<br />
.TGGGGGGLL<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
.........J<br />
....GG...J<br />
....GG..JJ<br />
...SGG.ILL<br />
OOSSGGIIIL<br />
OOSCGGCGGL<br />
.GG..C.GGZ<br />
GGG.CC.GGZ<br />
GGGGGGCGGZ<br />
GGGCGGGGGZ<br />
.GGGGGGGGG<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
.........G<br />
ZLLLGGIIIG<br />
ZLTTGGZIGG<br />
ZTTGGGZGGG<br />
ZGG..CZGGG<br />
GGG.CCZGGG<br />
.GGGGGGGGG<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
....S....G<br />
GGGSSCGGGG<br />
GGGSCCGGGG<br />
.GGGGGGGGG<br />
</playfield><br />
|-<br />
|}<br />
===EX Stage 7===<br />
Skips: 2, IHS<br />
{|<br />
|- align="center" valign="center"<br />
|&nbsp;<br />
|<playfield><br />
LLLZZZZJJJ<br />
LCGGGGGGCJ<br />
G.GGGGGG.G<br />
GG.GGGG.GG<br />
GGG.GG.GGG<br />
GGGG.CGGGG<br />
GGGGC.GGGG<br />
GGG.GC.GGG<br />
GG.GGGG.GG<br />
G.GGGGGG.G<br />
.CGGGGGGC.<br />
</playfield><br />
|→<br />
|<playfield><br />
T........S<br />
TT......SS<br />
GTGGGGGGSG<br />
GG.GGGG.GG<br />
GGG.GG.GGG<br />
GGGG.CGGGG<br />
GGGGC.GGGG<br />
GGG.GC.GGG<br />
GG.GGGG.GG<br />
G.GGGGGG.G<br />
.CGGGGGGC.<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
G.I..I.JJG<br />
GGIIIIIJGG<br />
GGIGGGGJGG<br />
GGG.GG.GGG<br />
GGGG.CGGGG<br />
GGGGC.GGGG<br />
GGG.GC.GGG<br />
GG.GGGG.GG<br />
G.GGGGGG.G<br />
.CGGGGGGC.<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
T.......OO<br />
TTLL..JJOO<br />
GTGL.GJGGG<br />
GGGLGGJGGG<br />
GGGG.CGGGG<br />
GGGGC.GGGG<br />
GGG.GC.GGG<br />
GG.GGGG.GG<br />
G.GGGGGG.G<br />
.CGGGGGGC.<br />
</playfield><br />
|-<br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
G...Z...GG<br />
GGGGZ.GGGG<br />
GGGGZGGGGG<br />
GGGGZCGGGG<br />
GGGGC.GGGG<br />
GGG.GC.GGG<br />
GG.GGGG.GG<br />
G.GGGGGG.G<br />
.CGGGGGGC.<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
.....Z....<br />
G...GZ..GG<br />
GGGGGZGGGG<br />
GGGGCZGGGG<br />
GGG.GC.GGG<br />
GG.GGGG.GG<br />
G.GGGGGG.G<br />
.CGGGGGGC.<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
.....GI...<br />
GJJJGGIIGG<br />
GGGJGCIGGG<br />
GG.GGGG.GG<br />
G.GGGGGG.G<br />
.CGGGGGGC.<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
...S..LL..<br />
..SS.GGL..<br />
GGSGGGGLGG<br />
G.GGGGGG.G<br />
.CGGGGGGC.<br />
</playfield><br />
|-<br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
....TT....<br />
.OOTTS....<br />
TOOGSSGGJJ<br />
TTGGSGGGJ.<br />
GTGGGGGGJG<br />
.CGGGGGGC.<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
....GG...Z<br />
.GGGGG...Z<br />
GGGGGGGGGZ<br />
.CGGGGGGCZ<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
Z.........<br />
Z...GG...G<br />
ZGGGGG...G<br />
ZCGGGGGGCG<br />
</playfield><br />
|-<br />
|}<br />
<br />
==Backup Strats==<br />
Unless otherwise noted, the following backup strats were made by [[User:Poochy|Poochy.EXE]] in preparation for SGDQ2015.<br />
===Stage 3: Misdrop O===<br />
If you fail to shift the O piece under the overhang, or accidentally bounce it back:<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
..........<br />
...CGGC...<br />
GOO.GC....<br />
GOO.CC....<br />
GGGGGGGGG.<br />
GCGGGGGGC.<br />
</playfield><br />
| →<br />
|<playfield><br />
.I........<br />
IIICGGCJJJ<br />
GGG.GCIIIJ<br />
GGG.CC.I..<br />
GGGGGGGGG.<br />
GCGGGGGGC.<br />
</playfield><br />
| →<br />
|<playfield><br />
..........<br />
.GLL......<br />
GGGLGCGGGG<br />
GGGLCC.G..<br />
GGGGGGGGG.<br />
GCGGGGGGC.<br />
</playfield><br />
| →<br />
|<playfield><br />
..........<br />
.....T..I.<br />
.GGG.TTIIZ<br />
GGGGCCTGIZ<br />
GGGGGGGGGZ<br />
GCGGGGGGCZ<br />
</playfield><br />
|-<br />
|}<br />
You'll need to waste 2 pieces on the left side before the T and I come. This will put you 2 pieces behind route going into Stage 4, proceed with the first catch-up strat below.<br />
<br />
===Stage 4: Misdrop S===<br />
If that S slips to the right:<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
..CGGGG...<br />
GGGCCGG.T.<br />
CGCGGGGGTT<br />
GCGGGGGGCT<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
OO........<br />
OOCGGGG...<br />
GGGCCGG.G.<br />
</playfield><br />
|Mirror<br>→<br>Block<br />
|<playfield><br />
..Z.......<br />
I.Z.....GG<br />
IIZGGGGCGG<br />
IGZGGCCGGG<br />
</playfield><br />
|-<br />
|}<br />
<br />
===Stage 4 Catch-Up: 2 Pieces Behind===<br />
Skip 1 (S in hold box, O next), IHS.<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
..CGGGGLLL<br />
IIICCGGLT.<br />
CICGGGGGTT<br />
GCGGGGGGCT<br />
</playfield><br />
|Mirror<br>→<br>Block<br />
|<playfield><br />
..........<br />
........OO<br />
GGGGGGGCOO<br />
.GGGGCCGGG<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
JJ........<br />
J.......GG<br />
JGGGGCCGGG<br />
</playfield><br />
|-<br />
|}<br />
1 skip for stage 5 and you're back on route.<br />
<br />
===Stage 4 Catch-Up: 5 Pieces Behind===<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
.TT.......<br />
TTCGGGGLLL<br />
IIICCGGL..<br />
CICGGGGG..<br />
GCGGGGGGC.<br />
</playfield><br />
|Mirror<br>→<br>Block<br />
|<playfield><br />
..........<br />
.......GG.<br />
JJGGGCCGGG<br />
J.GGGGGCGC<br />
JCGGGGGGCG<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..S.......<br />
.SS....GG.<br />
GSGGGGGCGC<br />
</playfield><br />
|-<br />
|}<br />
Skip 3 then proceed to the Stage 5 Catch-Up strat.<br />
===Stage 5 Catch-Up===<br />
Skip to index 45 (J in hold box, L next). Perform the following maneuver with L, then the mirror of it with J:<br />
<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
........LL<br />
.CGGGCGGCL<br />
.........L<br />
..........<br />
..........<br />
..........<br />
..........<br />
..GGGGGG..<br />
.CGGGGGGC.<br />
.CGGGGGGC.<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
.CGGGCGGC.<br />
..........<br />
..........<br />
..........<br />
.........L<br />
.......LLL<br />
..GGGGGG..<br />
.CGGGGGGC.<br />
.CGGGGGGC.<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
.CGGGCGGC.<br />
..........<br />
..........<br />
..........<br />
.......LL.<br />
........L.<br />
..GGGGGGL.<br />
.CGGGGGGC.<br />
.CGGGGGGC.<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
.CGGGCGGC.<br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..GGGGGGLL<br />
.CGGGGGGCL<br />
.CGGGGGGCL<br />
</playfield><br />
|-<br />
|Hold up,<br>rotate CW<br />
|<br />
|Rotate CCW<br />
|<br />
|Move right<br>then drop<br />
|<br />
|<br />
|-<br />
|}<br />
Then use the S and Z to fill in the top row. Proceed to Stage 6 Catch-Up.<br />
===Stage 6: Misdrop L===<br />
In case the L slips to the right.<br />
<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
..T....S..<br />
.ITTCCSS..<br />
IICTGGSCLL<br />
.I..GG...L<br />
.CGGCGGGCL<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
Z.G....GOO<br />
ZGGGCCGGOO<br />
ZG..GG...G<br />
ZCGGCGGGCG<br />
</playfield><br />
|-<br />
|}<br />
<br />
This finishes the stage still on route, but is about half a second slower due to having two line clear animations.<br />
<br />
===Stage 6 Catch-Up===<br />
Skip to index 52 (I in hold box, Z next) or 53 (Z in hold box, L next).<br />
<playfield><br />
.I.JJ..SOO<br />
ZIIJCCSSOO<br />
ZICJGGSCLL<br />
Z...GG...L<br />
ZCGGCGGGCL<br />
</playfield><br />
Proceed to Stage 7 Catch-Up.<br />
<br />
===Stage 7 Catch-Up===<br />
Skip to index 60 (L in hold box, T next).<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
..........<br />
.CC.GGGG..<br />
...LCCGGI.<br />
GLLLGGCCII<br />
GGGGGGGGI.<br />
GGGGGGGGC.<br />
</playfield><br />
|→<br />
|<playfield><br />
....S..T..<br />
...SS..TT.<br />
.CCSGGGGTZ<br />
...GCCGGGZ<br />
GGGGGGGGGZ<br />
GGGGGGGGCZ<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
....G..G..<br />
...GG..GG.<br />
JCCGGGGGGG<br />
JJJGCCGGGG<br />
</playfield><br />
|-<br />
|}<br />
You'll need to waste a piece before the J comes. Stage 8 becomes a 2-skip, and you're back on route.<br />
<br />
===Stage 9: Misdrop L===<br />
If you fail to shift the L piece after rotating it, or accidentally bounce it back:<br />
<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
..........<br />
G..CGGGG..<br />
GGGGGGGC.L<br />
GGGCCC.LLL<br />
GGGGGGGG.G<br />
GGGGGGGG.G<br />
</playfield><br />
|→<br />
|<playfield><br />
..TT....I.<br />
GTTCGGGGII<br />
GGGGGGGCIG<br />
GGGCCC.GGG<br />
GGGGGGGG.G<br />
GGGGGGGG.G<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
.......S..<br />
..GG..SSG.<br />
GGGCCCSGGG<br />
GGGGGGGG.G<br />
GGGGGGGG.G<br />
</playfield><br />
|-<br />
|}<br />
Stage 10 becomes a 5-skip.<br />
<br />
===Stage 17: Catch-Up or Wasted Piece===<br />
If you waste a piece or two building up the left or center sections, or just came into the stage a couple pieces behind, the second I you need at the end will come before you can use it, and you'll still have the first I in the hold box. However, you can use the first I early, since there's just enough room to maneuver it in:<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
C..G..G..C<br />
...G..G.Z.<br />
...G..C.Z.<br />
...G..G.Z.<br />
GGGCGGGGZ.<br />
GG.GGGGGG.<br />
GGGGGGCGG.<br />
.G.G.GGGG.<br />
GG.G.GG.G.<br />
GGGGCCGGG.<br />
</playfield><br />
|→<br />
|<playfield><br />
C..G..G..C<br />
...G..G..Z<br />
...G..C..Z<br />
...G..G..Z<br />
GGGCGGGG.Z<br />
GG.GGGGGG.<br />
GGGGGGCGG.<br />
.G.G.GGGG.<br />
GG.G.GG.G.<br />
GGGGCCGGG.<br />
</playfield><br />
|→<br />
|<playfield><br />
C..G..G..C<br />
...G..G...<br />
...G..C...<br />
...G..G...<br />
GGGCGGGG..<br />
GG.GGGGGG.<br />
GGGGGGCGGZ<br />
.G.G.GGGGZ<br />
GG.G.GG.GZ<br />
GGGGCCGGGZ<br />
</playfield><br />
|-<br />
|}<br />
<br />
===Stage 17: Accidentally Hold 1st I===<br />
An extension of the above catch-up strat. In case you fail to lock the first I before trying to use IHS and bring out the J from the hold box prematurely:<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
C..G..G..C<br />
...G..G...<br />
...G..C...<br />
...G..G...<br />
LLLCOOGT..<br />
LG.GOOGTT.<br />
GGGGJJCTT.<br />
.G.GJ.GTT.<br />
GG.GJ.G.T.<br />
GGGGCCGGG.<br />
</playfield><br />
|→<br />
|<playfield><br />
C..G..G..C<br />
...G..G...<br />
...G..C...<br />
...G..G...<br />
GGGCGGGG..<br />
GG.GGGGGG.<br />
GGGGGGCGGZ<br />
.G.GG.GGGZ<br />
GG.GG.G.GZ<br />
GGGGCCGGGZ<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
SS.SS.....<br />
CSSGSSGJJC<br />
...G..GJ..<br />
LLLGOOCJI.<br />
L..GOOGII.<br />
GGGCGGGGI.<br />
GG.GGGGGG.<br />
.G.GG.GGGG<br />
GG.GG.G.GG<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
GG.GG.....<br />
...G..GG..<br />
GGGGGGCGGZ<br />
G..GGGGGGZ<br />
GGGCGGGGGZ<br />
GG.GGGGGGZ<br />
.G.GG.GGGG<br />
GG.GG.G.GG<br />
</playfield><br />
|-<br />
|}<br />
You'll need to waste an I before the last S. Stage 18 becomes an 8-skip.<br />
<br />
===Stage 17: Misdrop 1st S===<br />
In case you accidentally shift the first S to the right before locking it:<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
..........<br />
C..G..G..C<br />
...G..G...<br />
...GGGC...<br />
...GGGG...<br />
...CGGG...<br />
.G.GGGG...<br />
GGGGGGC...<br />
.G.G.GG.T.<br />
GG.G.GG.TT<br />
GGGGCCGGGT<br />
</playfield><br />
|→<br />
|<playfield><br />
SS......S.<br />
CSSGOOGSSC<br />
...GOOGS..<br />
LLLGGGCJJJ<br />
L..GGGG.IJ<br />
LLLCGGGIII<br />
LG.GGGGZT.<br />
GGGGGGCZTT<br />
.G.G.GGZGT<br />
GG.G.GGZGG<br />
GGGGCCGGGG<br />
</playfield><br />
|-<br />
|}<br />
===Stage 18 Catch-Up===<br />
If something goes wrong on Stage 17, often you'll need an extra I piece at the end to fill in column 10. Unfortunately, you also need that I piece in the hold box at the start of Stage 18. This backup strat allows you to cope without it, substituting in the I piece you'd normally skip in stage 19 at the end:<br />
<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
........T.<br />
.I......TT<br />
IIIGCGGSST<br />
JJG....GSS<br />
JG..CC..C.<br />
JC..CC..G.<br />
.GG....GG.<br />
.GGGGGGGG.<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
........G.<br />
.G......GG<br />
GGGZZZZGGG<br />
GG..CC..C.<br />
GC..CC..G.<br />
.GG....GG.<br />
.GGGGGGGG.<br />
</playfield><br />
|→<br />
|<playfield><br />
.S........<br />
SS...J..G.<br />
SGLLLJJJGG<br />
GGLICCOOC.<br />
GCIICCOOG.<br />
.GGI...GG.<br />
.GGGGGGGG.<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
.G........<br />
GG...G..G.<br />
GGGGCCGGCZ<br />
GCGGCCGGGZ<br />
.GGG...GGZ<br />
.GGGGGGGGZ<br />
</playfield><br />
|-<br />
|}<br />
Stage 19 becomes a 1-skip.<br />
<br />
===Stage 19: Misdrop L===<br />
If the L slips to the right:<br />
<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
......C...<br />
.....G....<br />
..GGGGG...<br />
.GGGGGGGLL<br />
.GG..CGG.L<br />
..CG.GGGGL<br />
..GGGGGCGG<br />
.GGGCGGGGG<br />
.GGGGGGGGC<br />
..GGGGCGGG<br />
</playfield><br />
|→<br />
|<playfield><br />
......C...<br />
.....G....<br />
JJGGGGG...<br />
JGGGGGGGGG<br />
JGG..CGG.G<br />
..CG.GGGGG<br />
..GGGGGCGG<br />
.GGGCGGGGG<br />
.GGGGGGGGC<br />
..GGGGCGGG<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
......C...<br />
.....G....<br />
GGGGGGGIII<br />
GGG..CGGIG<br />
..CG.GGGGG<br />
..GGGGGCGG<br />
.GGGCGGGGG<br />
.GGGGGGGGC<br />
..GGGGCGGG<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
......C...<br />
...T.G....<br />
GGGTTCGGGG<br />
..CGTGGGGG<br />
..GGGGGCGG<br />
.GGGCGGGGG<br />
.GGGGGGGGC<br />
..GGGGCGGG<br />
</playfield><br />
|-<br />
|<br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
......C...<br />
...G.G....<br />
..CGGGGGGG<br />
Z.GGGGGCGG<br />
ZGGGCGGGGG<br />
ZGGGGGGGGC<br />
Z.GGGGCGGG<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
......C...<br />
...G.G....<br />
LLCGGGGGGG<br />
GLGGGGGCGG<br />
GLGGGGCGGG<br />
</playfield><br />
|→<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
........T.<br />
........TT<br />
JJJIIICSST<br />
..JGIG..SS<br />
</playfield><br />
|-<br />
|}<br />
Stage 20 becomes a 9-skip.<br />
<br />
===EX5: Accidental Hold===<br />
Use this if you accidentally hold the first L or S (e.g. you accidentally press hold for IHS before locking down the S) and are forced to use the T from the hold box prematurely.<br />
<playfield><br />
.........S<br />
.....C..SS<br />
...CLLLCSI<br />
....LC..II<br />
...C...CTI<br />
.....C.ITT<br />
OO.....IIT<br />
OO.....I.<br />
</playfield></div>Mufhttp://tetris.wiki/index.php?title=User:Poochy/Konoha_Mode_Analysis&diff=10517User:Poochy/Konoha Mode Analysis2015-12-23T19:03:51Z<p>Muf: 64 revisions</p>
<hr />
<div>Based on the video from the first location test (2009), the randomizer appears to be history of length 3. Until some hidden condition is met (5 Bravos?), it will only pick from pieces not in history, so any 4 consecutive pieces dealt are all different until that point.<br />
<br />
初ロケテス(2009年)の動画では、全消し5回(?)完成時まで、NEXT画面が必ず4種とは限らない。<br />
<br />
Case notation: +X-Y means X held, Y missing from next piece preview.<br />
<br />
「+X-Y」が「Xホールドしている、NEXT画面の4種にYが無い」。<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 />
|- align="center" valign="center"<br />
| rowspan=2 colspan=2 | '''Case #'''<br />
| colspan=5 | '''Missing'''<br />
|- align="center" valign="center"<br />
| width=25 | '''-I'''<br />
| width=25 | '''-L'''<br />
| width=25 | '''-O'''<br />
| width=25 | '''-T'''<br />
| width=25 | '''-J'''<br />
|- align="center" valign="center"<br />
| rowspan=5 | '''Held'''<br />
| width=25 | '''+I''' || 1 || 2 || 3 || 4 || 2<br />
|- align="center" valign="center"<br />
| width=25 | '''+L''' || 5 || 1 || 6 || 7 || 8<br />
|- align="center" valign="center"<br />
| width=25 | '''+O''' || 3 || 6 || 1 || 9 || 6<br />
|- align="center" valign="center"<br />
| width=25 | '''+T''' || 10 || 11 || 12 || 1 || 11<br />
|- align="center" valign="center"<br />
| width=25 | '''+Z''' || 5 || 8 || 6 || 7 || 1<br />
|-<br />
|}<br />
<br />
==Case 1: One of each piece (5手5種ツモ)==<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
...LL<br />
ZZZZL<br />
OO.IL<br />
OOIII<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
.....<br />
JJJGG<br />
GGJGG<br />
</playfield><br />
|- align="center" valign="center"<br />
|<playfield><br />
...OO<br />
LLLOO<br />
L.JJJ<br />
ZZZZJ<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
.....<br />
IIIGG<br />
GIGGG<br />
</playfield><br />
|- align="center" valign="center"<br />
|<playfield><br />
...OO<br />
IIIOO<br />
.IJJJ<br />
ZZZZJ<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
.....<br />
LLLGG<br />
LGGGG<br />
</playfield><br />
|- align="center" valign="center"<br />
|<playfield><br />
.....<br />
JJJLL<br />
..J.L<br />
ZZZZL<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
.....<br />
OOIII<br />
OOGIG<br />
</playfield><br />
|- align="center" valign="center"<br />
|<playfield><br />
.....<br />
ZZZZJ<br />
..L.J<br />
LLLJJ<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
.....<br />
OOIII<br />
OOGIG<br />
</playfield><br />
|- align="center" valign="center"<br />
|<playfield><br />
.....<br />
OOIII<br />
OO.I.<br />
ZZZZ<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
.....<br />
JJJLL<br />
GGJGL<br />
GGGGL<br />
</playfield><br />
|-<br />
|}<br />
Can be mirrored.<br />
<br />
//TODO: Permutations that don't work with this build or its mirror image.<br />
<br />
==Case 2: +I-L, +I-J==<br />
Diagram for +I-L, mirror for +I-J. Use held I first (horizontal), then hold L if necessary.<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
ZI...<br />
ZIIOO<br />
ZI.OO<br />
ZZZZZ<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
.....<br />
GGLLL<br />
GGLGG<br />
</playfield><br />
|-<br />
|}<br />
<br />
==Case 3: +I-O, +O-I==<br />
Use held I or O first. Make a 4x2 with I's or O's. ('''Note:''' For +O-I in 20G, build the 4x2 on the right to ensure the second O can reach its destination.) With remaining L, J, T, the following can be done in any order:<br />
<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
...GG<br />
...GG<br />
LLLGG<br />
L..GG<br />
</playfield><br />
| +<br />
|<playfield><br />
.....<br />
...GG<br />
JJJGG<br />
G.JGG<br />
</playfield><br />
| valign=center | +<br />
|<playfield><br />
.....<br />
.....<br />
IIIGG<br />
GIGGG<br />
</playfield><br />
|-<br />
|}<br />
<br />
'''Special case:''' If I comes last in +I-O, hold the first of L or J and use one of the following builds (if J comes first, mirror if L comes first):<br />
<br />
'''T comes first or second:'''<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
...GG<br />
LLLGG<br />
LI.GG<br />
IIIGG<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
.....<br />
JJJGG<br />
GGJGG<br />
</playfield><br />
|-<br />
|}<br />
'''T comes third:'''<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
L...Z<br />
LIIIZ<br />
LLI.Z<br />
ZZZZZ<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
.....<br />
GJJJG<br />
GGGJG<br />
</playfield><br />
|-<br />
|}<br />
<br />
==Case 4: +I-T==<br />
Use held I first, and hold the second I. Build depending on relative order of L, O, and J, then finish with I for a Tetris Bravo:<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 />
|- align="center" valign="center"<br />
| '''OLJ, OJL''' || '''LOJ, JOL''' || '''JLO, LJO'''<br />
|- align="center" valign="center"<br />
|<playfield><br />
JJLL.<br />
JOOL.<br />
JOOL.<br />
ZZZZ.<br />
</playfield><br />
|<playfield><br />
LLLZ.<br />
LOOZ.<br />
JOOZ.<br />
JJJZ.<br />
</playfield><br />
|<playfield><br />
LOOJ.<br />
LOOJ.<br />
LLJJ.<br />
ZZZZ.<br />
</playfield><br />
|-<br />
|}<br />
<br />
==Case 5: +L-I, +J-I==<br />
Strategy for +L-I, mirror for +J-I.<br />
<br />
Build depending on relative order of L, O, and J:<br />
<br />
'''OJL, OLJ, LOJ:''' Use held L first, then hold the second L.<br />
<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
JJJ..<br />
OOJI.<br />
OOLII<br />
LLLI.<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
GGGLL<br />
GGGGL<br />
GGGGL<br />
</playfield><br />
|-<br />
|}<br />
<br />
'''JOL:''' Same as above. Hold J and use the held L, then hold the second L and use the held J. Alternate no-hold strategy:<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
LLL..<br />
LOOI.<br />
JOOII<br />
JJJI.<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
GGGLL<br />
GGGGL<br />
GGGGL<br />
</playfield><br />
|-<br />
|}<br />
<br />
'''LJO, JLO:''' Use held L first, then hold J.<br />
<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
LOO..<br />
LOO.I<br />
LLLII<br />
LLL.I<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
GGGJJ<br />
GGGJG<br />
GGGJG<br />
</playfield><br />
|-<br />
|}<br />
<br />
==Case 6: +L-O, +J-O, +O-L, +O-J==<br />
('''Note:''' For +O-* in 20G, build the 4x2 on the right to ensure the second O can reach its destination.)<br />
<br />
Diagram for +L-O, mirror for +J-O. Hold J.<br />
<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
..ZLL<br />
.IZLL<br />
IIZLL<br />
.IZLL<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
JJGGG<br />
JGGGG<br />
JGGGG<br />
</playfield><br />
|-<br />
|}<br />
Diagram for +O-L, mirror for +O-J. Hold J.<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
..ZOO<br />
.IZOO<br />
IIZOO<br />
.IZOO<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
JJGGG<br />
JGGGG<br />
JGGGG<br />
</playfield><br />
|-<br />
|}<br />
<br />
==Case 7: +L-T, +J-T==<br />
Diagram for +L-T, mirror for +J-T.<br />
<br />
//TODO<br />
<br />
==Case 8: +L-J, +J-L==<br />
Diagram for +L-J, mirror for +J-L.<br />
<br />
If I comes first or second, use the held L first and hold the second L:<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
.....<br />
L....<br />
LZZZZ<br />
LL...<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
IIILL<br />
GIOOL<br />
GGOOL<br />
</playfield><br />
|-<br />
|}<br />
<br />
Else if O comes first or second and I comes third:<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
.....<br />
LZZZZ<br />
L.OO.<br />
LLOO.<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
IIILL<br />
GIGGL<br />
GGGGL<br />
</playfield><br />
|-<br />
|}<br />
<br />
Another build, requires T to come first and I to come second or third:<br />
<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
...LL<br />
ZZZZL<br />
...IL<br />
..III<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
..LGG<br />
LLLGG<br />
..GGG<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
.....<br />
OOGGG<br />
OOGGG<br />
</playfield><br />
|-<br />
|}<br />
<br />
//TODO: Permutations. In particular none of these work if I comes last.<br />
<br />
==Case 9: +O-T==<br />
('''Note:''' In 20G, build the 4x2 on the right to ensure the second O can reach its destination.)<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
..OOZ<br />
JJOOZ<br />
J.OOZ<br />
J.OOZ<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
LLGGG<br />
GLGGG<br />
GLGGG<br />
</playfield><br />
|-<br />
|}<br />
Hold L.<br />
<br />
==Case 10: +T-I==<br />
//TODO<br />
<br />
==Case 11: +T-L, +T-J==<br />
Diagram for +T-L, mirror for +T-J. <br />
<br />
If I comes first, hold J for Triple Bravo:<br />
<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
JJIII<br />
JOOII<br />
JOOII<br />
ZZZZI<br />
</playfield><br />
|-<br />
|}<br />
<br />
Otherwise, use held T first, hold I:<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|- align="center" valign="center"<br />
| '''J before O''' || '''O before J'''<br />
|- align="center" valign="center"<br />
|<playfield><br />
IZZZZ<br />
IIOOJ<br />
IIOOJ<br />
IIIJJ<br />
</playfield><br />
|<playfield><br />
ZZZZI<br />
JJJII<br />
OOJII<br />
OOIII<br />
</playfield><br />
|-<br />
|}<br />
<br />
The above will not work in 20G for TIOJ or TIJO, in which case save the held T for last and use the following alternate builds:<br />
<br />
{|<br />
|- align="center" valign="center"<br />
| rowspan=2 |<playfield><br />
.....<br />
ZZZZI<br />
...II<br />
....I<br />
</playfield><br />
| TIOJ<br>→<br />
|<playfield><br />
.....<br />
JJ...<br />
JOOGG<br />
JOO.G<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
.....<br />
GGIII<br />
GGGIG<br />
</playfield><br />
|- align="center" valign="center"<br />
| →<br>TIJO<br />
|<playfield><br />
.....<br />
.....<br />
JJJGG<br />
..J.G<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
.....<br />
OOIII<br />
OOGIG<br />
</playfield><br />
|-<br />
|}<br />
<br />
==Case 12: +T-O==<br />
{|<br />
|- align="center" valign="center"<br />
|<playfield><br />
..Z..<br />
I.Z.I<br />
IIZII<br />
I.Z.I<br />
</playfield><br />
| →<br />
|<playfield><br />
.....<br />
LLGJJ<br />
GLGJG<br />
GLGJG<br />
</playfield><br />
|-<br />
|}<br />
<br />
('''Note:''' It is possible to make a similar build with the J on the left and the L on the right, but this is less safe in 20G since failing to IRS the first of L or J will get it stuck in a position where it can't be moved to the desired position. With the above build, IRS is not strictly necessary.)<br />
<br />
//TODO: Permutations</div>Mufhttp://tetris.wiki/index.php?title=User:Poochy&diff=10452User:Poochy2015-12-23T19:03:48Z<p>Muf: 2 revisions</p>
<hr />
<div>* [[User:Poochy/Konoha Mode Analysis|Konoha Mode Analysis]]<br />
* [[User:Poochy/Sakura Mode Guide|Sakura Mode Guide]]</div>Mufhttp://tetris.wiki/index.php?title=Talk:TETRIS.com&diff=10437Talk:TETRIS.com2015-12-23T18:59:23Z<p>Muf: 2 revisions</p>
<hr />
<div>"Was this the predecessor to TETRIS.exe?"<br />
<br />
Yet, it most certainly was:<br />
<br />
TETRIS.COM = Tetris v1.0 - Circa 1986<br />
<br />
TETRIS.EXE = Tetris v3.12 - Circa 1988</div>Mufhttp://tetris.wiki/index.php?title=Torikan&diff=10215Torikan2015-12-23T18:43:27Z<p>Muf: 1 revision</p>
<hr />
<div>'''Torikan''' (とりカン) is a term for a feature that exists in the [[TGM series|Tetris The Grand Master series]] and inspired games, particularly in [[TAP]] and [[Tetris_The_Grand_Master_3_Terror-Instinct|Ti]]. It refers to a condition where the game reaches a premature end when the player failed to fulfill a certain requirement up to that point. It was first introduced in TAP's Death mode, where the game entered a false ending if the player reached level 500 too slowly (in reality, the game could go on until level 999). Later modes, like Ti's Shirase mode, contain multiple torikan cutoff points.<br />
<br />
==Etymology==<br />
The term ''torikan'' is an abbreviation of the Japanese phrase とりあえずカンスト(''toriaezu kansuto''), which translates to "maxed out for the time being". カンスト(''kansuto'') itself is yet another abbreviation of カウンターストップ(''kauntaa sutoppu'', counter stop), the Japanese term for "maxing out". In this case the term is referring to the level counter.<br />
<br />
==Known Torikan Conditions==<br />
<br />
{| border="1"<br />
|-<br />
! Game<br />
! Mode<br />
! Condition<br />
|-<br />
| [[Tetris The Absolute The Grand Master 2 PLUS]]<br />
| T.A. Death<br />
| Level 500 within 3:25<br />
|-<br />
| rowspan="3" | [[Tetris The Grand Master 3 Terror-Instinct]]<br />
| Master (all)<br />
| Level 500 within 7:00<br />
|-<br />
| Shirase (Classic)<br />
| Level 500 within 2:28<br/>Level 1000 within 4:56<br />
|-<br />
| Shirase (World)<br />
| Level 500 within 3:03<br/>Level 1000 within 6:06<br />
|-<br />
| rowspan="7" | [[Heboris Unofficial Expansion|Heboris Unofficial Expansion (C7)]]<br />
| Master (all)<br />
| Level 500 within 7:00<br />
|-<br />
| 20G (all)<br />
| Level 500 within 6:00<br />
|-<br />
| Devil-Doom (ACE-SRS, ACE-ARS, DS-World)<br />
| Level 500 within 4:00<br/>Level 1000 within 8:00<br />
|-<br />
| Devil-Doom (Heboris, Ti-World, ACE-ARS2)<br />
| Level 500 within 3:25<br/>Level 1000 within 6:50<br />
|-<br />
| Devil-Doom (Ti-ARS, SRS-X, DRS)<br />
| Level 500 within 3:03<br/>Level 1000 within 6:06<br />
|-<br />
| Devil-Minus (ARS or DRS)<br />
| Level 500 within 3:25 <br />
|-<br />
| Devil-Minus (SRS)<br />
| Level 500 within 3:55 <br />
|-<br />
| rowspan="7" | [[Heboris Unofficial Expansion#Heboris U.E. LITE|Heboris Unofficial Expansion (LITE)]]<br />
| Master (all)<br />
| Level 500 within 7:00<br />
|-<br />
| 20G (all)<br />
| Level 500 within 6:00<br />
|-<br />
| Devil-Normal (all)<br />
| Level 500 within 3:25 <br />
|-<br />
| Devil-Hard (ARS or DRS)<br />
| Level 500 within 3:25<br/>Level 1000 within 6:55<br />
|-<br />
| Devil-Hard (SRS)<br />
| Level 500 within 4:00<br/>Level 1000 within 8:00<br />
|-<br />
| Devil-Doom (ARS or DRS)<br />
| Level 500 within 2:55<br/>Level 1000 within 5:50<br />
|-<br />
| Devil-Doom (SRS)<br />
| Level 500 within 3:30<br/>Level 1000 within 7:00<br />
|-<br />
|}<br />
<br />
*In Master mode, if the game is a qualification exam game, the torikan cutoff is disabled. The player can proceed beyond level 500 however long it may take.<br />
*Ichiro Mihara, creator of the TGM series, once stated that Shirase mode was able to go to level 1301 and beyond, causing many players to believe that it was a torikan cutoff. However, this has since been disproven, and the highest possible level in Shirase mode is level 1300.<br />
*The torikan values for Heboris can be modified by editing the configuration file. The default values are listed here.<br />
*Devil mode Lv1000 torikan in Heboris is 2 times longer than each Lv500 torikan.<br />
<br />
[[Category:Interface]]</div>Mufhttp://tetris.wiki/index.php?title=Tetris_The_Grand_Master_3_Terror-Instinct&diff=10213Tetris The Grand Master 3 Terror-Instinct2015-12-23T18:43:27Z<p>Muf: 1 revision</p>
<hr />
<div>{{Infobox |title = Tetris The Grand Master 3 Terror-Instinct<br />
|developer = ARIKA<br />
|publisher = TAITO<br />
|released = March, 2005<br />
|platform = Arcade, Type-X platform<br />
|boxart = Arika_Ti_title.jpg<br />
|title-scrn = Arika_Ti_gameselect.jpg<br />
|ingame-scrn = Arika_Ti_ingame.jpg<br />
|playfield = 10w<br />
|preview = 3<br />
|hold = Yes, with [[IHS]]<br />
|hard = Classic rule: Sonic Drop<br>World rule: Standard hard drop<br />
|system = Classic rule: [[TGM Rotation]] with extended wallkicks<br>World rule: [[SRS#Arika_SRS|SRS]] with modified I kicks<br />
}}<br />
'''''Tetris The Grand Master 3 Terror-Instinct''''', abbreviated '''TGM3''' or '''Ti''', is a ''Tetris'' [[game]] from [[Arika]], part of the [[TGM series]].<br />
<br />
== Difference from past games in the series ==<br />
The grading system has undergone significant changes from previous games. The most notable change is the removal of an in-game score and grade display; they are only displayed after the end of the game, much like the secret grade in previous games.<br />
<br />
== Level Bonuses ==<br />
Unlike in [[TGM]], [[TGM2]], and [[TAP]], TGM3 advances the level further for a 3 or 4 [[line clear]]: [http://www.tetrisconcept.com/forum/viewtopic.php?p=3511#3511]<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Level Bonuses'''<br />
|-<br />
! bgcolor="#CC88FF"|Lines cleared<br />
! bgcolor="#BBBBBB"|Level advance<br/>in older games<br />
! Level advance<br/>in TGM3<br />
|-<br />
| bgcolor="#80A3F8"|1 (single)<br />
| bgcolor="#C4E8E8"|1<br />
| bgcolor="#C4E8E8"|1<br />
|-<br />
| bgcolor="#66BB55"|2 (double)<br />
| bgcolor="#D7ECC6"|2<br />
| bgcolor="#D7ECC6"|2<br />
|-<br />
| bgcolor="#FFFF55"|3 (triple)<br />
| bgcolor="#FFFF88"|3<br />
| bgcolor="#FFFF88"|4<br />
|-<br />
| bgcolor="#FFA069"|4 (tetris)<br />
| bgcolor="#FFD3AC"|4<br />
| bgcolor="#FFD3AC"|6<br />
|}<br />
<br />
== Game Modes ==<br />
<br />
=== Easy ===<br />
Easy mode has a number of similarities with Normal mode in [[TGM2]]. It is designed to bring less experienced players into the game who may be intimidated by the high speeds and steep learning curve of Master mode and Shirase mode. During play, the game displays a guide, depicted by a hollow frame, designed to give players suggestions on where to place the active tetromino.<br />
<br />
The game also shows animations of fireworks every time a line is cleared. The total number of firework shots ("Hanabi") during play is given at the end of the game, and the express goal of the player is to attain the highest number of fireworks possible. 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 simply 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 still 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 here].<br />
<br />
=== Sakura ===<br />
Sakura mode replicates the gameplay of [[Tetris with Cardcaptor Sakura Eternal Heart]]. The mode's objective is not to clear lines but to clear every jeweled block in each stage as quickly as possible, similar to Flash Point. There are 20 stages, and 7 EX stages, each progressively more difficult to clear efficiently. Some stages feature 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. 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 />
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.<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 completed (none failed) within less than 5 minutes.<br />
<br />
=== Master ===<br />
Master in TGM3 behaves very much like its predecessor in [[TGM2]]. Notable differences include the addition of a hold piece, a 3 piece preview. While these features aid the player, the increase in speed over [[TGM2]] 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 (except during qualification exams where it will continue to 999 as normal).<br />
<br />
==== Speed Timings ====<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Internal Gravity'''<br />
!bgcolor="#80A3F8"|Speed level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/65536 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 />
{| 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"| 25<br />
| bgcolor="#FFE3AC"| 25<br />
| bgcolor="#FFFF88"|14<br />
| bgcolor="#CCBBFF"|30<br />
| bgcolor="#D7ECC6"|40<br />
|- align = center<br />
| bgcolor="#C4E8E8"|500-599<br />
| bgcolor="#FFD3AC"| 25<br />
| bgcolor="#FFE3AC"| 25<br />
| bgcolor="#FFFF88"|8<br />
| bgcolor="#CCBBFF"|30<br />
| bgcolor="#D7ECC6"|25<br />
|- align = center<br />
| bgcolor="#C4E8E8"|600-699<br />
| bgcolor="#FFD3AC"| 25<br />
| bgcolor="#FFE3AC"| 16<br />
| bgcolor="#FFFF88"|8<br />
| bgcolor="#CCBBFF"|30<br />
| bgcolor="#D7ECC6"|16<br />
|- align = center<br />
| bgcolor="#C4E8E8"|700-799<br />
| bgcolor="#FFD3AC"| 16<br />
| bgcolor="#FFE3AC"| 12<br />
| bgcolor="#FFFF88"|8<br />
| bgcolor="#CCBBFF"|30<br />
| bgcolor="#D7ECC6"|12<br />
|- align = center<br />
| bgcolor="#C4E8E8"|800-899<br />
| bgcolor="#FFD3AC"| 12<br />
| bgcolor="#FFE3AC"| 6<br />
| bgcolor="#FFFF88"|8<br />
| bgcolor="#CCBBFF"|30<br />
| bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|900-999<br />
| bgcolor="#FFD3AC"| 12<br />
| bgcolor="#FFE3AC"| 6<br />
| bgcolor="#FFFF88"|6<br />
| bgcolor="#CCBBFF"|17<br />
| bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1000-1099<br />
| bgcolor="#FFD3AC"| 6<br />
| bgcolor="#FFE3AC"| 6<br />
| bgcolor="#FFFF88"|6<br />
| bgcolor="#CCBBFF"|17<br />
| bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1100-1199<br />
| bgcolor="#FFD3AC"| 5<br />
| bgcolor="#FFE3AC"| 5<br />
| bgcolor="#FFFF88"|6<br />
| bgcolor="#CCBBFF"|15<br />
| bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|1200-1799<br />
| bgcolor="#FFD3AC"| 4<br />
| bgcolor="#FFE3AC"| 4<br />
| bgcolor="#FFFF88"|6<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. Only five other players have achieved it since. Many players had previously believed that the GM grade could not be obtained through standard play.<br />
<br />
The Secret Grade GM is awarded for the [[Tetromino art#Greater than|secret "&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 />
{| 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 recieves a section COOL for the current section, then the next section's *70 must be reached no more than two seconds slower than the previous one to receive another section COOL.'''<br />
<br />
Getting a section REGRET will result in a -1 modifier to the player's grade. A section REGRET will override a section COOL if both are received in the same section. If neither a COOL nor a REGRET are received in a section, no modifier is applied to the player's grade.<br />
<br />
If the player misses a section COOL, then the following section's COOL conditions can be derived from the table below.<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Baseline Section COOL Conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level<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 />
{| 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 />
===== Staff Roll Grading System =====<br />
<br />
The third and final grade system is only in effect during the staff roll. The staff roll in Ti works largely the same as in [[TGM2]], but with a greater impact on the player's grade. Depending on whether it is the disappearing roll (where blocks disappear 5 seconds after they lock) or the invisible roll (where blocks disappear as soon as they lock), a grade modifier is put into place for the entirety of the roll.<br />
<br />
The invisible roll requirements are to clear with all section COOLs and an internal grade of at least 27 (or S7 in TAP grading).<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Staff roll grade system'''<br />
|-<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 />
*"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 isn't performing well enough for their current class. 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.[http://harddrop.com/forums/index.php?showtopic=7350]<br />
<br />
==== GrandMaster Requirements ====<br />
If the player exhausts the potential of all three grade systems (by reaching an S9 internal grade, 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 GrandMaster 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 GrandMaster-worthy. Finally, in addition to clearing enough lines in the staff roll to get GrandMaster, the player must also survive it to pass the exam.<br />
<br />
It is not necessary to be currently qualified MasterM in order to receive a GrandMaster promotion.<br />
<br />
Once the player has a qualified class of GrandMaster, 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 GrandMaster, they must receive and pass a Promotional Exam again to return to receiving GrandMaster grades.<br />
<br />
==== The Big Picture ====<br />
As in TAP, overall, the grade/class system is far too complex and balanced to be strategized around in any significant way. The grade point system ensures that the player survives and makes high line clears while surviving, and the new COOL/REGRET system ensures that the player does not make any large mistakes and that they fix small mistakes as efficiently as possible. The relatively lenient COOL/REGRET conditions also emphasize that while a certain standard of speed must be kept in order to attain higher grades, the most important thing is to keep a pace comfortable enough that mistakes are few and tetrises are many.<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. 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 m grades instead of the usual S grades.<br />
<br />
The Shirase credit roll is a 20G, big tetromino challenge (all tetromino are twice their normal size).<br />
<br />
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.<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"|10<br />
| bgcolor="#FFE3AC"| 6<br />
| bgcolor="#FFFF88"|8<br />
| bgcolor="#CCBBFF"|18<br />
| bgcolor="#D7ECC6"|6<br />
|-<br />
| bgcolor="#C4E8E8"|100 - 199<br />
| bgcolor="#FFD3AC"|10<br />
| bgcolor="#FFE3AC"| 5<br />
| bgcolor="#FFFF88"|6<br />
| bgcolor="#CCBBFF"|18<br />
| bgcolor="#D7ECC6"|5<br />
|-<br />
| bgcolor="#C4E8E8"|200 - 299<br />
| bgcolor="#FFD3AC"|10<br />
| bgcolor="#FFE3AC"| 4<br />
| bgcolor="#FFFF88"|6<br />
| bgcolor="#CCBBFF"|17<br />
| bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|300 - 499<br />
| bgcolor="#FFD3AC"|4<br />
| bgcolor="#FFE3AC"| 4<br />
| bgcolor="#FFFF88"|6<br />
| bgcolor="#CCBBFF"|15<br />
| bgcolor="#D7ECC6"|4<br />
|-<br />
| bgcolor="#C4E8E8"|500 - 599<br />
| bgcolor="#FFD3AC"|4<br />
| bgcolor="#FFE3AC"| 3<br />
| bgcolor="#FFFF88"|4<br />
| bgcolor="#CCBBFF"|13<br />
| bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|600 - 1099<br />
| bgcolor="#FFD3AC"|4<br />
| bgcolor="#FFE3AC"| 3<br />
| bgcolor="#FFFF88"|4<br />
| bgcolor="#CCBBFF"|12<br />
| bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1100 - 1199<br />
| bgcolor="#FFD3AC"|4<br />
| bgcolor="#FFE3AC"| 3<br />
| bgcolor="#FFFF88"|4<br />
| bgcolor="#CCBBFF"|10<br />
| bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1200 - 1299<br />
| bgcolor="#FFD3AC"|4<br />
| bgcolor="#FFE3AC"| 3<br />
| bgcolor="#FFFF88"|4<br />
| bgcolor="#CCBBFF"|8<br />
| bgcolor="#D7ECC6"|3<br />
|-<br />
| bgcolor="#C4E8E8"|1300<br />
| bgcolor="#FFD3AC"|4<br />
| bgcolor="#FFE3AC"| 4<br />
| bgcolor="#FFFF88"|4<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 />
== Messages ==<br />
<br />
When playing the game, certain text messages may momentarily show up below the playfield.<br />
<br />
=== COOL!! ===<br />
COOL!! messages appear only in Master mode. There are currently 3 known triggers of the COOL!! message. They cannot be visually distinguished, but they 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]] (WORLD only)<br />
<br />
The T-spin conditions can stack up. Therefore, if the player makes a T-spin Triple immediately followed by a [[T-spin Single]], 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, REGRET!s 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: 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.<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 />
{{Arika games}}<br />
<br />
[[Category:Games List]]</div>Mufhttp://tetris.wiki/index.php?title=Tetris_The_Grand_Master&diff=10211Tetris The Grand Master2015-12-23T18:43:27Z<p>Muf: 1 revision</p>
<hr />
<div>{{Infobox |title = Tetris The Grand Master<br />
|developer = Arika<br />
|publisher = Capcom<br />
|released = 1998 Aug<br />
|platform = Arcade<br />
|title-scrn = Arika_tgm1_title.jpg<br />
|ingame-scrn = Arika_tgm1_ingame.jpg<br />
|preview = 1<br />
|playfield=10x20<br />
|hold = No<br />
|hard = No<br />
|system = [[TGM rotation]]<br />
}}<br />
'''''Tetris The Grand Master''''' is the first arcade game in [[Arika]]'s [[TGM series]].<br />
== Gameplay ==<br />
<br />
Unlike typical tetris games where the goal is indefinite survival and a high score, TGM is a challenge where you have a finite opportunity to attain a high Grade. With the exception of the final grade of Grand Master, grade is derived from your score. This indirectly makes the grading system strongly favour survival, with a special emphasis on clearing non-singles late in the game during 20g.<br />
<br />
With only a small number of grades, there are often ties. The highscore table ranks a tied grade higher if it was attained faster. In practice, solid play will award players the highest rank of Grand Master. As such, for adequately skilled players the game becomes a time attack to level 999.<br />
<br />
== Level ==<br />
Level has a unique implementation in TGM. The level counter will increase by 1 for every piece that enters the well. It will also increase by 1 for each line cleared. The game ends once level 999 is reached.<br />
<br />
When you are about to increment the hundreds digit (eg. at level 399), only line clears will count towards your level. Level 998 is treated similarly, with a final line clear required to reach 999 and finish.<br />
<br />
== Speed Timings==<br />
[[drop|Gravity]] does not increase uniformly, unlike many other tetris games. It rises and falls, depending on the level as shown in the table below. The player can force constant 20G, by entering a [[Tetris_The_Grand_Master#Codes|code]] before starting the game, though this will exclude their play from the highscore list. <br />
<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 />
<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'''[http://www.tetrisconcept.com/forum/viewtopic.php?p=11130#11130]<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 />
Unlike [[TGM2]], the [[Line_clear#delay|line clear delay]], [[lock delay]], [[ARE]] and [[DAS]] do not change throughout the game.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Delays'''<br />
! bgcolor="#80A3F8"|Level<br />
! bgcolor="#FFA069"|[[ARE]]<br>(frames)<br />
! bgcolor="#FFFF55"|[[DAS]]<br>(frames)<br />
! bgcolor="#CC88FF"|[[Lock delay|Lock]]<br>(frames)<br />
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)<br />
|- align = center<br />
| bgcolor="#C4E8E8"|000 - 999 || bgcolor="#FFD3AC"|30 || bgcolor="#FFFF88"|14 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|41<br />
|}<br />
*The player's DAS charge is unmodified during line clear delay, the first 4 frames of ARE, the last frame of ARE, and the frame on which a piece spawns.<br />
<br />
== Scoring ==<br />
TGM shares the same scoring gimmicks of many other Tetris games, though they are not quite implemented the same way:<br />
:*You receive more points for clearing more lines at once.<br />
:*Lines are worth more with each passing level. (The nature of "level" in TGM, however, means the amount of points a line is worth is constantly changing, and especially in the 0-99 section, it is to the player's advantage to stack high before clearing lines.)<br />
:*You receive points for forcing a piece down. (Though only when this results in cleared lines, unlike in some other games.)<br />
<br />
There are a few scoring gimmicks unique to TGM:<br />
*You receive a [[combo]] bonus for clearing lines with consecutive pieces.<br />
*You receive a bravo bonus for clearing the entire screen.<br />
<br />
Once one can reach the S9 rank, score becomes irrelevant and the focus changes to a time attack rather than a score attack. Nevertheless, here is the actual scoring formula:<br />
<br />
:'''Score = ((Level + Lines)/4 + Soft) x Lines x ((2 x Lines) - 1) x Combo x Bravo'''<br />
<br />
Where:<br />
*Level is the current level you are on (before the lines are cleared).<br />
*Lines is the number of lines you just cleared.<br />
*(Level + Lines)/4 is rounded up.<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 />
*Locking a piece without clearing lines sets Combo to 1. Otherwise, the game updates Combo as follows before calculating Score:<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 />
*Bravo is equal to 4 if this piece has cleared the screen, and otherwise is 1.<br />
<br />
== Grading ==<br />
In TGM1 grade is entirely determined by score. As you pass certain milestones, TGM will assign you the next grade:<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Grade Conditions'''<br />
! bgcolor="#66BB55"|Grade || bgcolor="#BBBBBB"|Required Score || bgcolor="#66BB55"|Grade || bgcolor="#BBBBBB"|Required Score<br />
|- align="center"<br />
| bgcolor="#D7ECC6"| 9 || 0 || bgcolor="#D7ECC6"| S1 || 16,000<br />
|- align="center"<br />
| bgcolor="#D7ECC6"| 8 || 400 || bgcolor="#D7ECC6"| S2 || 22,000<br />
|- align="center"<br />
| bgcolor="#D7ECC6"| 7 || 800 || bgcolor="#D7ECC6"| S3 || 30,000<br />
|- align="center"<br />
| bgcolor="#D7ECC6"| 6 || 1,400 || bgcolor="#D7ECC6"| S4 || 40,000<br />
|- align="center"<br />
| bgcolor="#D7ECC6"| 5 || 2,000 || bgcolor="#D7ECC6"| S5 || 52,000<br />
|- align="center"<br />
| bgcolor="#D7ECC6"| 4 || 3,500 || bgcolor="#D7ECC6"| S6 || 66,000<br />
|- align="center"<br />
| bgcolor="#D7ECC6"| 3 || 5,500 || bgcolor="#D7ECC6"| S7 || 82,000<br />
|- align="center"<br />
| bgcolor="#D7ECC6"| 2 || 8,000 || bgcolor="#D7ECC6"| S8 || 100,000<br />
|- align="center"<br />
| bgcolor="#D7ECC6"| 1 || 12,000 || bgcolor="#D7ECC6"| S9 || 120,000<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 />
|+'''GM Grade Conditions'''<br />
|-<br />
! bgcolor="#80A3F8"|Level || colspan="1" colspan="1" bgcolor="#BBBBBB"|Required Score || colspan="1" bgcolor="#66BB55"|Time<br />
|- align="center"<br />
| bgcolor="#C4E8E8"| 300 || 12,000 (Grade 1)|| bgcolor="#D7ECC6"| =<04:15:00<br />
|- align="center"<br />
| bgcolor="#C4E8E8"| 500 || 40,000 (Grade S4)|| bgcolor="#D7ECC6"| =<07:30:00<br />
|- align="center"<br />
| bgcolor="#C4E8E8"| 999 || 126,000 <br/>(slightly higher than S9) || bgcolor="#D7ECC6"| =<13:30:00<br />
|}<br />
<br />
==Codes==<br />
All codes should be entered at the title screen. Codes may be combined (i.e. Big 20G mode, Reverse Monochrome mode, etc.) Scores achieved using codes will not be stored on the highscore table.<br />
<br />
Key: L = Left, D = Down, U = Up, R = Right<br />
*'''TLS Mode''' (Shows the "Temporary Landing System" aka "ghost piece" for the entirety of the game, not just 0-100): <br>ABCCBAACB<br />
*'''20G Mode''' (Forces constant 20G from the beginning of the game): <br>DDDDDDDDCBA<br />
*'''Big Mode''' (Tetrominoes are twice normal size, simulating play in a 5x10 playfield): <br>LLLLDCBA<br />
*'''Uki Mode''' (A joke mode; instead of line clear sound effect when clearing multiple lines, a child's voice will say "Uki" repeatedly, which is the japanese word for the sound a monkey makes. This is a callback to Sega Tetris, with it's monkey. The child will say "Waaahhh!" instead if you score a Tetris.): <br>ABABABABABABABABB<br />
*'''Rev Mode''' (Play in reverse! Pieces will spawn at the bottom of the playfied and "fall" upwards): <br>DUUDCBA<br />
*'''Mono Mode''' (All tetrominoes are monochrome): <br>RRRUCBA<br />
<br />
=== Other Codes ===<br />
<br />
*'''No item VS''' (Play VS mode without item blocks): <br>Hold both player Start buttons together before the match begins.<br />
<br />
{{Arika games}}<br />
<br />
[[Category:Games List]]</div>Mufhttp://tetris.wiki/index.php?title=Tetris_The_Absolute_The_Grand_Master_2_PLUS&diff=10209Tetris The Absolute The Grand Master 2 PLUS2015-12-23T18:43:26Z<p>Muf: 1 revision</p>
<hr />
<div>{{Infobox |title = Tetris The Absolute The Grand Master 2 PLUS<br />
|developer = Arika<br />
|publisher = Psikyo<br />
|released = 2000<br />
|platform = Psikyo arcade PCB<br />
|boxart = Arika_tap_title.jpg<br />
|title-scrn = Arika_tap_gameselect.jpg<br />
|ingame-scrn = Arika_tap_ingame.jpg<br />
|playfield = 10w<br />
|preview = 1<br />
|hold = No<br />
|hard = Yes (Sonic Drop)<br />
|system = [[TGM rotation]]<br />
}}<br />
'''Tetris The Absolute The Grand Master 2 PLUS''' (commonly referred to as "TAP") is an upgrade that was given away free to owners of [[TGM2]], which added a few new modes, among other changes.<br />
<br />
== Game Modes ==<br />
<br />
=== Normal ===<br />
Normal mode behaves similarly to Master Mode in gravity and speed timings, but stops 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'''<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"|25 || bgcolor="#FFFF88"|14 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|40<br />
|}<br />
<br />
*RAM Locations<br />
**06064BF1: Current internal speed value (16-bit)<br />
**06064BE0: Current Lock Delay value<br />
**06064BE1: DAS counter<br />
<br />
<hr /><br />
<br />
=== Master ===<br />
Master mode is Arika's upgrade to the original [[Tetris The Grand Master]] gameplay. One of two very important differences is that the speeds continue to increase throughout the 500&ndash;999 levels. The other difference is the all-new grading system. The grading mechanism now exists completely independently from score, and rewards efficient and consistent play throughout (for example, it's extremely difficult to attain S9 before level 900). <br />
<br />
Other changes include a [[Drop#Hard drop|hard drop]] that doesn't lock, which improves sub-20g play by allowing [[Zangi-move]]s. The Grand Master qualifications were also greatly expanded, and includes an invisible challenge during the credit roll where pieces disappear immediately after being locked; topping out results in rank M. Arika is currently hosting a video showing a Gm performance: [http://www.arikaonline.com/download/movie/tgm2master.mpg tgm2master].<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'''[http://www.tetrisconcept.com/forum/viewtopic.php?p=11130#11130]<br />
!bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)||bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|0||4||bgcolor="#C4E8E8"|220||32<br />
|-align = center<br />
|bgcolor="#C4E8E8"|30||6||bgcolor="#C4E8E8"|230||64<br />
|-align = center<br />
|bgcolor="#C4E8E8"|35||8||bgcolor="#C4E8E8"|233||96<br />
|-align = center<br />
|bgcolor="#C4E8E8"|40||10||bgcolor="#C4E8E8"|236||128<br />
|-align = center<br />
|bgcolor="#C4E8E8"|50||12||bgcolor="#C4E8E8"|239||160<br />
|-align = center<br />
|bgcolor="#C4E8E8"|60||16||bgcolor="#C4E8E8"|243||192<br />
|-align = center<br />
|bgcolor="#C4E8E8"|70||32||bgcolor="#C4E8E8"|247||224<br />
|-align = center<br />
|bgcolor="#C4E8E8"|80||48||bgcolor="#C4E8E8"|251||256 (1G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|90||64||bgcolor="#C4E8E8"|300||512 (2G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|100||80||bgcolor="#C4E8E8"|330||768 (3G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|120||96||bgcolor="#C4E8E8"|360||1024 (4G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|140||112||bgcolor="#C4E8E8"|400||1280 (5G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|160||128||bgcolor="#C4E8E8"|420||1024 (4G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|170||144||bgcolor="#C4E8E8"|450||768 (3G)<br />
|-align = center<br />
|bgcolor="#C4E8E8"|200||4||bgcolor="#C4E8E8"|500||5120 (20G)<br />
|}<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Delays'''<br />
! bgcolor="#80A3F8"|Level<br />
! bgcolor="#FFA069"|[[ARE]]<br>(frames)<br />
! bgcolor="#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"| 25 || bgcolor="#FFE3AC"| 25 || bgcolor="#FFFF88"|14 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|40<br />
|- align = center<br />
| bgcolor="#C4E8E8"|500 - 600 || bgcolor="#FFD3AC"| 25 || bgcolor="#FFE3AC"| 25 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|25<br />
|- align = center<br />
| bgcolor="#C4E8E8"|601 - 700 || bgcolor="#FFD3AC"| 25 || bgcolor="#FFE3AC"| 16 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|16<br />
|- align = center<br />
| bgcolor="#C4E8E8"|701 - 800 || bgcolor="#FFD3AC"| 16 || bgcolor="#FFE3AC"| 12 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|12<br />
|- align = center<br />
| bgcolor="#C4E8E8"|801 - 899 || bgcolor="#FFD3AC"| 12 || bgcolor="#FFE3AC"| 6 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|900 || bgcolor="#FFD3AC"| 12 || bgcolor="#FFE3AC"| 6 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|901 - 999 || bgcolor="#FFD3AC"| 12 || bgcolor="#FFE3AC"| 6 || bgcolor="#FFFF88"|6 || 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 />
Each time lines are cleared, a hidden parameter ("Internal Grade Points") will increase. When this parameter reaches 100 or more, it will reset to zero and another hidden parameter ("Internal Grade") will increment by one. The table below shows the correspondence between "Internal Grade" and the actual Grade displayed on the screen. To encourage faster and more efficient play, the "Internal Grade Points" will continually drain away, potentially back to zero, for every frame of gameplay that the player has control of a tetromino and doesn't have a combo going. The decay rate is dependent on the player's current "Internal Grade" and is shown on the table below in units of frames per point. <br />
<br />
The number of "Internal Grade Points" awarded is dependent on 4 other variables:<br />
*Number of lines cleared: a 4-line clear is generally worth more than a 3-line clear and so on.<br />
*"Internal Grade": a higher "Internal Grade" generally means less points.<br />
*The line clear's position in a combo. Note that tetrises are an exception to this. They will score the same number of "Internal Grade Points" regardless of their position in a combo. Just like the CO medal, clearing 2 or more rows will increase the combo, while singles will merely maintain the current position.<br />
*The player's Level after the line clear.<br />
<br />
The following formula determines the "Internal Grade Points" awarded by a particular line clear. The "ceil" indicates that when the Combo Multiplier is applied to the Basic Amount, the game rounds the multiplication up.<br />
<br />
'''Awarded Grade Points = ceil(Basic Amount x Combo Multiplier) x Level Multiplier'''<br />
<br />
The Basic Amount is determined by the player's current "Internal Grade". Also shown is the decay rate mentioned above.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Internal Grade System'''<br />
|-<br />
!bgcolor="#BBBBBB" rowspan="2" |Internal <br>Grade<br />
!rowspan="2" |Displayed <br>Grade<br />
!bgcolor="#CC88FF" rowspan="2" |Decay <br>Rate<br />
!bgcolor="#BBBBBB" colspan="4"|Internal Grade Points awarded for:<br />
|-<br />
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris<br />
|- bgcolor="#EFEFEF" align = center<br />
| 0 || 9 || bgcolor="#CCBBFF"|125 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|40 || bgcolor="#FFD3AC"|50<br />
|- bgcolor="#D4D4D4" align = center<br />
| 1 || 8 || 80 || 10 || 20 || 30 || 40<br />
|- bgcolor="#EFEFEF" align = center<br />
| 2 || 7 || bgcolor="#CCBBFF"|80 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|30 || bgcolor="#FFD3AC"|40<br />
|- bgcolor="#D4D4D4" align = center<br />
| 3 || 6 || 50 || 10 || 15 || 30 || 40<br />
|- bgcolor="#EFEFEF" align = center<br />
| 4 || 5 || bgcolor="#CCBBFF"|45 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|15 || bgcolor="#FFFF88"|20 || bgcolor="#FFD3AC"|40<br />
|- bgcolor="#D4D4D4" align = center<br />
| 5 || 4 || 45 || 5 || 15 || 20 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 6 || 4 || 45 || 5 || 10 || 20 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 7 || 3 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 8 || 3 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 9 || 2 || 40 || 5 || 10 || 15 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 10 || 2 || 40 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 11 || 2 || 40 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 12 || 1 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 13 || 1 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 14 || 1 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 15 || S1 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 16 || S1 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 17 || S1 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 18 || S2 || bgcolor="#CCBBFF"|20 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 19 || S3 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 20 || S4 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 21 || S4 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 22 || S4 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 23 || S5 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 24 || S5 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 25 || S6 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 26 || S6 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 27 || S7 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 28 || S7 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 29 || S8 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 30 || S8 || bgcolor="#CCBBFF"|10 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 31 || S9 || 10 || 2 || 12 || 13 || 30<br />
|}<br />
For example, internal grades 20 through 22 could be thought of as S4-, S4, and S4+, but TAP does not display these differently.<br />
<br />
Depending on the number of rows cleared and the current size of the combo, a different combo multiplier is applied to the grade points.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Combo Multiplier'''<br />
|-<br />
!bgcolor="#BBBBBB" rowspan="2" |Combo <br>Size<br />
!bgcolor="#CC88FF" colspan="4"|Multiplier for:<br />
|-<br />
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris<br />
|-align = center<br />
| 1 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.0 || bgcolor="#FFFF88"|1.0 || bgcolor="#FFD3AC"|1.0<br />
|-align = center<br />
| 2 || bgcolor="#C4E8E8"|1.2 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.5 || bgcolor="#FFD3AC"|1.0<br />
|-align = center<br />
| 3 || bgcolor="#C4E8E8"|1.2 || bgcolor="#D7ECC6"|1.5 || bgcolor="#FFFF88"|1.8 || bgcolor="#FFD3AC"|1.0<br />
|-align = center<br />
| 4 || bgcolor="#C4E8E8"|1.4 || bgcolor="#D7ECC6"|1.6 || bgcolor="#FFFF88"|2.0 || bgcolor="#FFD3AC"|1.0<br />
|-align = center<br />
| 5 || bgcolor="#C4E8E8"|1.4 || bgcolor="#D7ECC6"|1.7 || bgcolor="#FFFF88"|2.2 || bgcolor="#FFD3AC"|1.0<br />
|-align = center<br />
| 6 || bgcolor="#C4E8E8"|1.4 || bgcolor="#D7ECC6"|1.8 || bgcolor="#FFFF88"|2.3 || bgcolor="#FFD3AC"|1.0<br />
|-align = center<br />
| 7 || bgcolor="#C4E8E8"|1.4 || bgcolor="#D7ECC6"|1.9 || bgcolor="#FFFF88"|2.4 || bgcolor="#FFD3AC"|1.0<br />
|-align = center<br />
| 8 || bgcolor="#C4E8E8"|1.5 || bgcolor="#D7ECC6"|2.0 || bgcolor="#FFFF88"|2.5 || bgcolor="#FFD3AC"|1.0<br />
|-align = center<br />
| 9 || bgcolor="#C4E8E8"|1.5 || bgcolor="#D7ECC6"|2.1 || bgcolor="#FFFF88"|2.6 || bgcolor="#FFD3AC"|1.0<br />
|-align = center<br />
| 10 || bgcolor="#C4E8E8"|2.0 || bgcolor="#D7ECC6"|2.5 || bgcolor="#FFFF88"|3.0 || bgcolor="#FFD3AC"|1.0<br />
|} <br />
<br />
Finally, depending on the level after the clear, one of four level multipliers is applied to the awarded grade points.<br />
This equals '''1 + floor(level / 250)''', or equivalently a value from the following lookup table:<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Level Multiplier'''<br />
|-<br />
!bgcolor="#80A3F8"|Level||bgcolor="#CC88FF"|Multiplier<br />
|-align = center<br />
| bgcolor="#C4E8E8"|000-249 || bgcolor="#CCBBFF"|1<br />
|-align = center<br />
| bgcolor="#C4E8E8"|250-499 || bgcolor="#CCBBFF"|2 <br />
|-align = center<br />
| bgcolor="#C4E8E8"|500-749 || bgcolor="#CCBBFF"|3 <br />
|-align = center<br />
| bgcolor="#C4E8E8"|750-999 || bgcolor="#CCBBFF"|4 <br />
|} <br />
<br />
Eg. At level 555, Grade 1, clearing 2 doubles in a combo, the first and second doubles respectively will be worth: ceil(12 x 1.0) x (1 + floor(555 / 250)) = 12 x 3 = 36, ceil(12 x 1.4) x (1 + floor(558 / 250)) = 17 x 3 = 51<br />
<br />
This is a complicated system that may be difficult to understand, but it ultimately measures how efficiently and consistently the player can stack and make non-singles in steadily increasing speeds. Further interesting observations about the grading system are as follows:<br />
<br />
*Immediately following a grade increase, the grade points are at 0. There is therefore nothing to lose from building the stack higher, until you clear a line.<br />
*From level 750-999, a tetris will always increase the internal grade.<br />
*The level multiplier is significant. When you enter section 700 and the music changes, it is a good idea to stack the screen high in order to clear more lines after level 750. Combined with the previous observation, 2 tetrises will get you 2 "Internal Grades" instead of only 1, doubling your rate of progress.<br />
*Combos aside, even though 2 singles are worth much less than a double, and 4 triples are less than 3 tetrises, 3 doubles are actually worth more than 2 triples.<br />
<br />
*RAM Locations:<br />
**Internal Grade: 06079378<br />
**Internal Grade Points: 06079379<br />
<br />
==== The M-Roll ====<br />
<br />
Although it is possible to continue increasing the "Internal Grade" beyond 31, the displayed Grade will stop at S9. In order to achieve the M and Gm Grades, certain conditions must be met in order to activate a special credit roll at level 999 (often called the "M-Roll") where the tetrominoes become invisible as soon as they are locked. The conditions for the "M-Roll" are currently believed to include at least the following:<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''M-Roll Conditions'''<br />
! bgcolor="#80A3F8"|Level<br />
! bgcolor="#BBBBBB"|Time<br />
! bgcolor="#FFA069"|Tetrises<br />
! bgcolor="#66BB55"|Grade<br />
|- align = center<br />
| bgcolor="#C4E8E8"|000-999 || =<525 seconds (=<08:45:00) || bgcolor="#FFD3AC"| ||bgcolor="#D7ECC6"|S9<br />
|- align = center<br />
| bgcolor="#C4E8E8"|000-100 || =<65 seconds (=<01:05.00)||bgcolor="#FFD3AC"| =>2||bgcolor="#D7ECC6"|<br />
|- align = center<br />
| bgcolor="#C4E8E8"|100-200 || =<65 seconds (=<01:05.00)|| bgcolor="#FFD3AC"| =>2||bgcolor="#D7ECC6"|<br />
|- align = center<br />
| bgcolor="#C4E8E8"|200-300 || =<65 seconds (=<01:05.00)|| bgcolor="#FFD3AC"| =>2||bgcolor="#D7ECC6"|<br />
|- align = center<br />
| bgcolor="#C4E8E8"|300-400 || =<65 seconds (=<01:05.00)|| bgcolor="#FFD3AC"| =>2||bgcolor="#D7ECC6"|<br />
|- align = center<br />
| bgcolor="#C4E8E8"|400-500 || =<65 seconds (=<01:05.00)|| bgcolor="#FFD3AC"| =>2||bgcolor="#D7ECC6"|<br />
|- align = center<br />
| bgcolor="#C4E8E8"|500-600 || =<2 seconds slower than the average of the first 5 section times (rounded down)|| bgcolor="#FFD3AC"| =>1||bgcolor="#D7ECC6"|<br />
|- align = center<br />
| bgcolor="#C4E8E8"|600-700 || =<2 seconds slower than section 500-600|| bgcolor="#FFD3AC"| =>1||bgcolor="#D7ECC6"|<br />
|- align = center<br />
| bgcolor="#C4E8E8"|700-800 || =<2 seconds slower than section 600-700|| bgcolor="#FFD3AC"| =>1||bgcolor="#D7ECC6"|<br />
|- align = center<br />
| bgcolor="#C4E8E8"|800-900 || =<2 seconds slower than section 700-800|| bgcolor="#FFD3AC"| =>1||bgcolor="#D7ECC6"|<br />
|- align = center<br />
| bgcolor="#C4E8E8"|900-999 || =<2 seconds slower than section 800-900||bgcolor="#FFD3AC"| ||bgcolor="#D7ECC6"|<br />
|}<br />
<br />
Topping out during the "M-Roll" results in the M Grade. Surviving the entirity of the "M-Roll" results in the Green Gm Grade (a green line is displayed on the ranking screen). In addition, clearing at least 32 lines rewards the Orange Gm Grade. The ranking prioritizes Orange Gm over Green Gm, regardless of clear time.<br />
<br />
sources: [http://tetrisconcept.net/threads/tap-master.24/page-10#post-1860] [http://tetrisconcept.net/threads/the-m-roll-true-conditions.782/#post-24980]<br />
<br />
<hr /><br />
<br />
=== TGM+ ===<br />
This mode features speeds similar to the original TGM, with one important gameplay addition to keep the game interesting: rising garbage during play, as in Sega's ''[[Bloxeed]]''. An internal counter is incremented every time a tetromino is played without clearing lines; once this counter reaches '''13 - floor(level / 100)''', a row of garbage rises from the floor of the playfield, and the counter resets. The garbage follows the fixed pattern shown below, looping every 24 rows:<br />
<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><br />
<br />
*RAM Locations:<br />
**06064C30: Number of tetrominoes played without line clears<br />
**06064C31: Position in garbage sequence<br />
<br />
There is no grading system, medals, or ranking system in this mode.<br />
If you reach level 999, the credit roll will start, but locked tetrominos will not become invisible. Surviving this roll is not required to see the "Excellent!" message.<br />
<br />
==== Speed Timings ====<br />
*Gravity speed timings are the same as those of Master mode.<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Delays'''<br />
! bgcolor="#80A3F8"|Level<br />
! bgcolor="#FFA069"|[[ARE]]<br>(frames)<br />
! bgcolor="#FFFF55"|[[DAS]]<br>(frames)<br />
! bgcolor="#CC88FF"|[[Lock delay|Lock]]<br>(frames)<br />
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)<br />
|- align = center<br />
| bgcolor="#C4E8E8"|000 - 999 || bgcolor="#FFD3AC"|25 || bgcolor="#FFFF88"|16 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|40<br />
|}<br />
<br />
<hr /><br />
<br />
=== T.A. Death ===<br />
T.A. Death mode is identical to Master Mode in gameplay, but the game begins and remains at 20g throughout (similarly to the 20g Mode code). However, how quickly a tetromino is given out, how quickly a tetromino will lock into place, and other values that determine the speed of play steadily change as levels are cleared.<br />
<br />
T.A. Death is possibly the most famous mode ever featured in a TGM game. A video originally called ''Death 800'', which features a player breaking level 800, has floated around the Internet under the name ''Tetris Japan Finals'', making the TGM series famous throughout the world. This video is very popular and was singlehandedly responsible for introducing most western players to the TGM series. (People with a recent version of Flash Player can view this video on YouTube. [http://youtube.com/watch?v=J_YqwAzbWRE]) [[Arika]] currently hosts a much better Gm rank Death Mode video: [http://www.arikaonline.com/download/movie/Death-Gm05.mpg Death-Gm05].<br />
<br />
==== Ranking ====<br />
Only the M and Gm grades are achievable. The conditions are as follows: <br />
*If the player reaches 500 with a time greater than 3:25:00 [[Torikan|the timer will stop]], the credits will roll and the player is given an "Excellent!" but no grade.<br />
*If the player reaches 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 does continue through the credits, but winning or losing at that point has no effect.<br />
<br />
==== 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 />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Delays'''<br />
! bgcolor="#80A3F8"|Level<br />
! bgcolor="#FFA069"|[[ARE]]<br>(frames)<br />
! bgcolor="#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"|16 || bgcolor="#FFE3AC"| 12 || bgcolor="#FFFF88"|10 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|12<br />
|- align = center<br />
| bgcolor="#C4E8E8"|101 - 199 || bgcolor="#FFD3AC"|12 || bgcolor="#FFE3AC"| 6 || bgcolor="#FFFF88"|10 || bgcolor="#CCBBFF"|26 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|200 || bgcolor="#FFD3AC"|12 || bgcolor="#FFE3AC"| 6 || bgcolor="#FFFF88"|9 || bgcolor="#CCBBFF"|26 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|201 - 299 || bgcolor="#FFD3AC"|12 || bgcolor="#FFE3AC"| 6 || bgcolor="#FFFF88"|9 || bgcolor="#CCBBFF"|22 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|300 || bgcolor="#FFD3AC"|12 || bgcolor="#FFE3AC"| 6 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|22 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|301 - 399 || bgcolor="#FFD3AC"| 6 || bgcolor="#FFE3AC"| 6 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|400 || bgcolor="#FFD3AC"| 6 || bgcolor="#FFE3AC"| 6 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|6<br />
|- align = center<br />
| bgcolor="#C4E8E8"|401 - 499 || bgcolor="#FFD3AC"| 5 || bgcolor="#FFE3AC"| 5 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|5<br />
|- align = center<br />
| bgcolor="#C4E8E8"|500 - 999 || bgcolor="#FFD3AC"| 4 || bgcolor="#FFE3AC"| 4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|4<br />
|}<br />
<br />
Some repurcussions of this are that there is no time penalty for clearing singles instead of tetrises from level 100 through 299. Also, as these values decrease, the options for tetromino placement are gradually reduced, becoming a subset of what was once possible in 20g.<br />
<br />
<hr /><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 TGM2, it was accessed one player holding down the start button on his/her 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 both players must reach level 300 for the win. Though the level counter does not stop at every x99 as in standard modes, the final 299 does require a line change to 300. If one player reaches 300 before the other, he enters 20g for the rest of the game. It is quite difficult to survive for long with 20g in such a wide well, so winning requires a fine degree of coordination between the players so that they reach 300 synchronously.<br />
<br />
<hr /><br />
<br />
=== Versus ===<br />
<br />
The versus mode in TAP works in a very similar way to that in it's predecessor, TGM. Each player has their own field, and clearing two or more lines in their field will cause garbage lines to be sent to the bottom of their opponent's field.<br />
Unlike the multiplayer modes 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. Oddly enough, the versus mode in ''Bloxeed''' and Dreamworld's ''[[DuelTris]]'' worked in a similar manner. <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 frame changing from grey stone to grey metal. The first 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. 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. 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 there is a default target level of 200, and a default 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.<br />
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.<br />
By default, the overall winner is the first player to win two games. Again, this can be changed in the game setup.<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, 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. Again, ''Bloxeed'' was the inspiration here. Many of the powerups, like the 16 ton weight, and the delete even, are based around the ones in ''Bloxeed''. But unlike in ''Bloxeed'', ''DuelTris'', and ''[[Tetris DS]]'', the entire piece counts as the item, instead of just one block of it.<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 />
== Medal Conditions ==<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''[http://www.tetrisconcept.com/forum/viewtopic.php?t=624 Medals]'''<br />
! bgcolor="#66BB55"|Medal<br />
! bgcolor="#8C7853"|Bronze<br />
! bgcolor="#BBBBBB"|Silver<br />
! bgcolor="#D9D919"|Gold<br />
|- align = center<br />
| bgcolor="#D7ECC6"| AC ([[Glossary#A|All Clear]]) || bgcolor="#EAEAAE"|Make 1 [[Glossary#B|Bravo]] ||Make 2 [[Glossary#B|Bravos]] || bgcolor="#DBDB70"|Make 3 [[Glossary#B|Bravos]]<br />
|- align = center<br />
| bgcolor="#D7ECC6"| RO (Rotation) || bgcolor="#EAEAAE"|Rotations/Tetromino >= 6/5 from level 0 to 300 ||Rotations/Tetromino >= 6/5 from level 300 to 700|| bgcolor="#DBDB70"|Rotations/Tetromino >= 6/5 from level 700 to 999<br />
|- align = center<br />
| bgcolor="#D7ECC6"| ST (Section Time) || bgcolor="#EAEAAE"|Approach section time record (<10 seconds slower) <br/>Note: Death ST records reset to the default 42 seconds every time the machine is switched on||Approach section time record (<5 seconds slower) <br/>Note: Death ST records reset to the default 42 seconds every time the machine is switched on|| bgcolor="#DBDB70"|Beat section time record <br/>Note: Death ST records reset to the default 42 seconds every time the machine is switched on<br />
|- align = center<br />
| bgcolor="#D7ECC6"| SK (Skill) || bgcolor="#EAEAAE"|Master: 10 Tetrises <br/>Death: 5 Tetrises <br/> BIG: 1 Tetris||Master: 20 Tetrises <br/>Death: 10 Tetrises <br/>BIG: 2 Tetrises|| bgcolor="#DBDB70"|Master: 35 Tetrises <br/>Death: 17 Tetrises <br/> BIG: 4 Tetrises<br />
|- align = center<br />
| bgcolor="#D7ECC6"| RE (Recovery) || bgcolor="#EAEAAE"|Perform 1 "Recovery": <br/>Have 150 or more blocks in the playfield, then clear until <=70 blocks remain once ||Perform 2 "Recoveries": <br/>Have 150 or more blocks in the playfield, then clear until <=70 blocks remain twice || bgcolor="#DBDB70"|Perform 4 "Recoveries": <br/>Have 150 or more blocks in the playfield, then clear until <=70 blocks remain four times<br />
|- align = center<br />
| bgcolor="#D7ECC6"| CO ([[Combo]]) || bgcolor="#EAEAAE"|Make a 4 combo. <br/>BIG: Make a 2 combo <br/>Note: Single line clears keep the current combo active, but do not add to it. ||Make a 5 combo. <br/>BIG: Make a 3 combo <br/>Note: Single line clears keep the current combo active, but do not add to it. || bgcolor="#DBDB70"|Make a 7 combo. <br/>BIG: Make a 4 combo <br/>Note: Single line clears keep the current combo active, but do not add to it. <br />
|}<br />
<br />
== Scoring ==<br />
<br />
Unlike the first game in the series, score is completely unimportant in the main game modes. The only mode where score counts for anything is Normal mode. The algorithm is actually different from from the previous version TA, with an added reward for fast play among other changes. The equation is:<br />
<br />
'''Score = ((Level + Lines)/4 + Soft + (2 x Sonic)) x Lines x Combo x Bravo + (Level_After_Clear)/2 + (Speed x 7)'''<br />
<br />
Where:<br />
*Level is the current level you are on.<br />
*Lines is the number of lines you just cleared.<br />
*(Level + Lines)/4 is rounded up.<br />
*(Level_After_Clear)/2 is rounded up. Importantly, Level_After_Clear is different from (Level+Lines) 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. 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 />
*Bravo is equal to 4 if this piece has cleared the screen, and otherwise is 1.<br />
*Speed can be no less than 0, and is 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 />
It should be noted that Normal mode multiplies line clear scores by 6. Also, the player is given a time bonus of '''1253 x Seconds''' where Seconds is the amount of time in seconds, rounded up, that the clear time is below 5 minutes.<br />
<br />
==Codes==<br />
*Item Mode: When selecting either Master or TGM+ mode, hold B and C, then press Start while "READY" is still on-screen. The "NEXT" text should pulsate to indicate that the code was entered correctly. This code causes item blocks to appear like in regular 2-player versus mode play, only all attacks are sent to yourself.<br />
<br />
The following codes should be entered at the title screen, and only work in Normal Mode and Master Mode. They disqualify your score from appearing in the rankings.<br />
<br />
Key: L = Left, D = Down, U = Up, R = Right<br />
*20G Mode: DDDDDDDDCBA<br />
Forces maximum gravity.<br />
*Big Mode: LLLLDCBA<br />
All tetrominos are very large, simulating a 10x5 well.<br />
*TLS Mode: ABCCBAACB<br />
The [[ghost piece]] function does not disappear after level 100.<br />
<br />
{{Arika games}}<br />
[[Category:Games List]]</div>Mufhttp://tetris.wiki/index.php?title=Tetris_Classic&diff=10207Tetris Classic2015-12-23T18:43:26Z<p>Muf: 1 revision</p>
<hr />
<div>{{Infobox |title = Tetris Classic<br />
|developer = Sphere<br />
|publisher = Spectrum HoloByte<br />
|released = 1992<br />
|platform = PC (DOS)<br />
|preview = One<br />
|playfield = 10x20<br />
|hold = No<br />
|hard = Yes<br />
|system = Identical to [[Sega Rotation]], except the vertical state of the S tetromino is shifted 1 space right<br />
|boxart = Tetris Classic Title Screen.png<br />
|title-scrn = Tetris Classic Main Menu.png<br />
|ingame-scrn = Tetris Classic Level 4.png<br />
}}<br />
<br />
== Game Information ==<br />
Tetris Classic was developed by Sphere and published by Spectrum Holobyte in June of 1992. Two PC versions exist, one for DOS, as well as a 16-bit Windows version that was released shortly thereafter on a compilation CD called "Tetris Gold".<br />
<br />
== The Story ==<br />
'''Ruslan and Ludmila'''<br />
<br />
The illustrations on the game screens, in a style reminiscent of the beautiful Russian lacquerwork boxes, depict the story of Rusland and Ludmila from the epic poem by Aleksander Sergeyevich Pushkin. This poem, based on old Russian fairy tales and completed when Pushkin was only 20 years old, is considered a turning point in Russian literature. The theme music as you load the game is based on the overture to the opera "Rusland and Ludmila" written by Mikhail Ivanovich Glinka, considered by many to be the father of Russian classical music.<br />
<br />
Princess Ludmila of Kiev has four suitors, of whom she has chosen to marry brave young Ruslan ([[:Image:Tetris Classic Level 1 Screen.png|Level 1 screen]]). On their wedding night, however, she is magically spirited away by an unseen force ([[:Image:Tetris Classic Level 2.png|Level 2 screen]]). The four suitors decide to rescue her and split up to go off on their quests ([[:Image:Tetris Classic Level 3.png|Level 3 screen]]). Ruslan comes to a cave where he meets a mystic hermit ([[:Image:Tetris Classic Level 4.png|Level 4 screen]]) who tells him Ludmilla was spirited off by Chernomor, an evil dwarf wizard who makes a habit of kidnapping young maidens in the area. The hermit assures Ruslan that Ludmila will outwit the dwarf and will retain her purity until Ruslan rescues her. He also warns Ruslan that a witch named Nahina (whom the hermit had once wooed in his youth) will try to do him harm.<br />
<br />
Rogdai, one of the suitors, treacherously decides to kill Rusland and have Ludmila for himself. The witch Nahina tells him where to find Ruslan, but when the two knights meet it is Rogdai who is killed.<br />
<br />
Ludmila, meanwhile, finds herself in Chernomor's enchanted castle with three handmaidens to wait on her and a beautiful garden to wander through. That evening the dwarf comes to visit her, complete with servants carrying his beard on a pillow before him so he doesn't trip over it. Ludmila bravely attacks the wizard, knocking his hat off and chasing him away.<br />
<br />
The witch Nahina comes to visit the dwarf ([[:Image:Tetris Classic Level 5.png|Level 5 screen]]), and the pair congratulate each other on all the evil they've done to the two lovers. But after the witch leaves, Chernomor looks all over the palace and can't find Ludmila. The heroine has discovered that the wizard's hat has magical properties, enabling her to become invisible ([[:Image:Tetris Classic Level 6.png|Level 6 screen]]). For the next month, while Rusland is slaying giants, witches, and other knights on his way to finding her, Ludmila has the run of Chernomor's castle, becoming invisible at will and taunting the dwarf's servants who try to capture her.<br />
<br />
On his way to the dwarf's castle, Ruslan comes across an ancient battlefield with bones and armor scattered all over it. Since he lost his own gear in his fight with Rogdai, he picks up some new armor here - but as for weapons, none of the swords here are good enough for him, so he just picks up a lance as a weapon. Ruslan rides further and finds a gigantic sleeping head, whom he awakens by tickling its nose with his lance. After nearly being sneezed to death, Ruslan defeats the head in battle ([[:Image:Tetris Classic Level 7.png|level 7 screen]]). The head turns out to be Chernomor's brother, who was betrayed by the dwarf and set here on top of an enchanted sword, the only one capable of defeating Chernomor.<br />
<br />
Back at the enchanted castle, Chernomor comes up with a plan to catch the elusive, invisible Ludmila. He makes a magical image of a wounded Ruslan. When Ludmila goes to comfort her beloved, crying out to him, the dwarf drops a net on her and puts her in a trance. Just then, the real Ruslan shows up and engages the dwarf in battle ([[:Image:Tetris Classic Level 8.png|Level 8 screen]]).<br />
<br />
After two days of fighting, Ruslan manages to cut off Chernomor's beard with his magic sword, thus stripping the dwarf of his magical powers ([[:Image:Tetris Classic Level 9.png|level 9 screen]]). The warrior ties his beard around his helmet as a trophy, stuffs the dwarf into a sack and finds Ludmila, who is in an enchanted sleep from which she can't be roused. Ruslan decides to take her back to Kiev, hoping they'll know what to do there ([[:Image:Tetris Classic Level 10.png|Level 10 screen]]).<br />
<br />
On his travels he encounters Ratmir, another of the suitor's for Ludmila's hand. Ratmir, in his travels, had come across a castle of beautiful, willing women, but after spending some time with them he realized how shallow court life was. Ratmir has since renounced his noble titles and become a humble fisherman married to a lovely shepherdess. He has found all the happiness he needs.<br />
<br />
The third of Ludmila's other suitors, Farlaf, has meanwhile made a bargain with Nahina. He sneaks up on Ruslan while he's asleep and stabs him to death. The cowardly suitor then takes the sleeping Ludmila back to her father's court, but doesn't know how to wake her up. At that moment, the marauding Pechenegs, ancient enemies of Ludmila's people, lay siege to Kiev. No one can defeat them.<br />
<br />
Meanwhile, the hermit wizard resurrects Ruslan using the magic water of life, and gives the young warrior a magic ring that will wake Ludmila with it's touch. Ruslan rides to the court, singlehandedly defeats the Pechenegs, and wakes Ludmila up. He is so happy to see her alive that, quite generously, he forgives Farlaf for murdering him. The dwarf Chernomor, stripped of his magical powers, becomes a servant in the Kiev court. No one knows or cares what happened to Nahina. Ludmila and Ruslan live happily ever after ([[:Image:Tetris Classic High Scores.png|High scores screen]]).<br />
<br />
== Screenshots ==<br />
[[image:Tetris_Classic_Title_Screen.png|175px|Title screen from Spectrum HoloByte's "Tetris Classic" for PC, circa 1992.]] [[Image:Tetris_Classic_Main Menu.png|175px|Main Menu screen from Spectrum HoloByte's "Tetris Classic" for PC, circa 1992.]] [[image:Tetris_Classic_Level_1_Screen.png|175px|Level 1 screen from Spectrum HoloByte's "Tetris Classic" for PC, circa 1992.]]<br />
<br />
[[Image:Tetris_Classic_Level_2.png|175px|Level 2 screen from Spectrum HoloByte's "Tetris Classic" for PC, circa 1992.]] [[Image:Tetris_Classic_Level_3.png|175px|Level 3 screen from Spectrum HoloByte's "Tetris Classic" for PC, circa 1992.]] [[Image:Tetris_Classic_Level_4.png|175px|Level 4 screen from Spectrum HoloByte's "Tetris Classic" for PC, circa 1992.]]<br />
<br />
[[Image:Tetris_Classic_Level_5.png|175px|Level 5 screen from Spectrum HoloByte's "Tetris Classic" for PC, circa 1992.]] [[Image:Tetris_Classic_Level_6.png|175px|Level 6 screen from Spectrum HoloByte's "Tetris Classic" for PC, circa 1992.]] [[Image:Tetris_Classic_Level_7.png|175px|Level 7 screen from Spectrum HoloByte's "Tetris Classic" for PC, circa 1992.]]<br />
<br />
[[Image:Tetris_Classic_Level_8.png|175px|Level 8 screen from Spectrum HoloByte's "Tetris Classic" for PC, circa 1992.]] [[Image:Tetris_Classic_Level_9.png|175px|Level 9 screen from Spectrum HoloByte's "Tetris Classic" for PC, circa 1992.]] [[Image:Tetris_Classic_Level_10.png|175px|Level 10 screen from Spectrum HoloByte's "Tetris Classic" for PC, circa 1992.]]<br />
<br />
[[Image:Tetris_Classic_Competitive_Mode.png|175px|Competitive Mode screen from Spectrum HoloByte's "Tetris Classic" for PC, circa 1992.]] [[Image:Tetris_Classic_Cooperative_Mode.png|175px|Cooperative Mode screen from Spectrum HoloByte's "Tetris Classic" for PC, circa 1992.]] [[Image:Tetris_Classic_Dual_Pit_Mode.png|175px|Dual Pit Mode screen from Spectrum HoloByte's "Tetris Classic" for PC, circa 1992.]]<br />
<br />
[[Image:Tetris_Classic_High_Scores.png|175px|High Scores screen from Spectrum HoloByte's "Tetris Classic" for PC, circa 1992.]] [[image:Tetris_Classic_Pieces.png|175px|Tetris pieces from Spectrum HoloByte's "Tetris Classic" for PC, circa 1992.]]<br />
<br />
== Media ==<br />
*The [http://www.tetrisconcept.com/wiki/index.php?title=Image:Tetris_Classic_Highscore_Music.ogg Tetris Classic Highscore Music] in OGG format<br />
*A selection of [http://tang.cmoo.com/~snor/weeds/tcmusic.zip Tetris Classic Music] in MIDI format<br />
<br />
== External Links ==<br />
*http://www.mobygames.com/game/dos/tetris-classic<br />
*http://www.the-underdogs.info/game.php?name=Tetris+Classic<br />
*[http://tetrisconcept.net/forum/showthread.html?t=947 Alternate base address General MIDI drivers for the Windows version (TCAGMDrv.zip)]<br />
*[http://tetrisconcept.net/forum/showthread.html?t=391 High Scores List]<br />
<br />
[[Category:Games List]]</div>Mufhttp://tetris.wiki/index.php?title=Tetris_(NES,_Tengen)&diff=10205Tetris (NES, Tengen)2015-12-23T18:43:26Z<p>Muf: 1 revision</p>
<hr />
<div>{{Infobox |title = Tetяis<br />
|developer = Tengen<br />
|publisher = Tengen<br />
|released = 1989 (Cancelled)<br />
|platform = NES<br />
|boxart = NES_Tengen_Box_Front.jpg<br />
|title-scrn = Tetyais title.png<br />
|ingame-scrn = Tetyais play.png<br />
|hard=no<br />
|system =Atari<br />
|preview=1<br />
|hold=no<br />
|playfield=10w x 20h<br />
}}<br />
'''''Tet&#1103;is: The Soviet Mind Game''''' is a pirate-original tetromino game for NES published by Tengen, the home video game division of Atari Games. Much of the gameplay mechanics and the graphical style were lifted from [[Tetris (Atari)|the arcade ''Tetris'' by Atari Games]]. This Game Pak is rare because it was recalled after Andromeda Software, which at the time was [[Elorg]]'s Western agent for the Tetris brand, lost the game console rights (see [[History]]).<br />
<br />
The game gives line clearing bonuses only after completing each 30 lines.<br />
<br />
== Rotation rules ==<br />
[[Image:Tengen-pieces.png|200px]]<br />
*Pieces spawn with left side of bounding box at column 5 and top at row 22.<br />
*Rotations in all states touch left and top of bounding box. Exception: vertical I, which is placed in the second column from the left.<br />
*Same 1 square to the left wallkick rule as arcade original!<br />
*All tetrominoes become the same color when they lock, due to limitations of the NES picture memory. This color varies from level to level.<br />
<br />
== External links ==<br />
*[http://web.archive.org/web/20061214024051/http://www.classicgaming.com/rotw/ttetris.shtml Classic Gamings Tengen Tetris Page]<br />
*[http://www.blockstats.org/games/NES_Tengen.html Blockstats Tengen Tetris Page]<br />
<br />
[[Category:Games List]]</div>Mufhttp://tetris.wiki/index.php?title=TGM_randomizer&diff=10203TGM randomizer2015-12-23T18:43:26Z<p>Muf: 1 revision</p>
<hr />
<div>Most games in [[TGM series|Arika's ''Tetris The Grand Master'' series]] randomize the order of [[tetromino]]es using an algorithm that makes successive identical tetrominoes less common. The system involves keeping a history of the four most recent tetrominoes and trying to choose a random tetromino not in the history. Each time a piece is generated, the game will try a certain number of times to generate a tetromino that doesn't match any in the history; if all tries fail and generate a recent piece, the game will settle with that recent piece. The overall effect is to minimize several of the same tetromino showing up in succession, while maintaining a certain amount of unpredictability. [[TGM1]] uses 4 tries, while subsequent games using the TGM randomizer use 6 tries.<br />
<br />
The four-piece history is not necessarily a unique list. If the randomizer fails to generate a non-recent tetromino, which happens about 3.5 percent of the time in a 6-try system, then two or more of the same tetromino may occupy elements of the history.<br />
<br />
A few additional behaviors exist in the beginning of the game:<br />
*The game never deals an S, Z or O as the first piece, to avoid a forced overhang.<br />
*The state of the history is initialized to a fixed state:<br />
**In TGM1, the history begins filled with 4 Z pieces.<br />
**From TGM2 onward, the history begins with a Z,Z,S,S sequence. However, as the first piece of the game overwrites the first Z rather than pushing off the last S, this is effectively a Z,S,S,Z or Z,S,Z,S sequence.<br />
<br />
[[Tetris The Grand Master Ace]] does not use the TGM randomizer; it uses TTC's "bag" [[Random Generator]] algorithm instead. However, TGM-ACE also never deals an S, Z or O as the first piece.<br />
<br />
== [[Tetris The Grand Master 3 Terror-Instinct]] ==<br />
Unlike TGM1 and TAP, Ti uses a [[bag]] of 35 pieces to draw from rather than drawing uniformly randomly from the seven pieces (while performing history checking). The bag initially contains 5 of each piece. However, unlike a true bag (which slowly empties with each drawn piece before being completely refilled), Ti's random generator puts a copy of the least recent piece back into the bag each time a piece is taken out. While the TGM randomizer naturally prevents "floods" (many of the same piece in a row), this additional behavior has the effect of preventing "droughts" (where a certain piece fails to show up for a long time). At an extreme, it is impossible for any piece to fail to appear for longer than a 35-piece sequence.<br />
<br />
This is not a perfect description of Ti's randomizer; for full elaboration including some subtle bugs in the algorithm, see the reference link below.<br />
<br />
== References ==<br />
*[http://tetrisconcept.net/wiki/User:Zzymyn#Random-Number_Generator Disassembly of the TAP randomizer]<br />
<br />
*[http://tetrisconcept.net/threads/randomizer-theory.512/page-9#post-55478 Ti randomizer explanation]</div>Mufhttp://tetris.wiki/index.php?title=Arika_Rotation_System&diff=10201Arika Rotation System2015-12-23T18:43:26Z<p>Muf: 1 revision</p>
<hr />
<div>'''TGM rotation''' is a game play mechanic used in ''[[Tetris The Grand Master]]'' and other Arika tetromino games, derived from [[Sega rotation]]. It is often refered to as ARS (Arika Rotation System), even though some people believe that this name is misleading.<br />
<br />
Games using TGM rotation generally use [[IRS#IRS|IRS]], fast [[DAS]], [[lock delay]], and firm [[drop]], and tetrominoes start out with the topmost block on the top row (generally row 20). The "ARS" and "ARS2" modes of ''[[Tetris The Grand Master Ace]]'' use a hybrid of TGM rules and [[Tetris Guideline|Guideline]] rules.<br />
<br />
== Basic rotation ==<br />
TGM's basic rotations inherits most of its properties from [[Sega rotation]], which was used in most previous Japanese arcade Tetris games. Some defining characteristics include:<br />
* Having 2 (as opposed to 4) rotation states for S, Z, and I tetrominoes.<br />
* Keeping tetrominoes at an even level while rotating to always allow rotation when the tetromino is on a flat surface (except for the I tetromino - see exceptions below).<br />
* Pointing the initial stance of the T, L, and J tetrominoes downward.<br />
[[Image:Tgm basic ars description.png|left|frame|TGM's basic rotations.]]<br />
<br clear="all"><br />
<br />
== Wall kicks ==<br />
TGM pioneered the use of [[wall kick]]s, with simple but effective kick rules. These rules were unchanged until [[Tetris The Grand Master 3 Terror-Instinct|TGM3]], remaining constant across [[Tetris The Grand Master|TGM]], [[Tetris The Absolute The Grand Master 2|TA]], [[Tetris The Absolute The Grand Master 2 PLUS|TAP]], and [[Tetris with Cardcaptor Sakura Eternal Heart|Sakura Tetris]]. Up to 3 locations are tried, in this order, before rotation will fail:<br />
<br />
*Basic rotation<br />
*1 space right of basic rotation<br />
*1 space left of basic rotation<br />
<br />
In addition to these rules, there are some extra exceptions where certain wall kicks are not allowed:<br />
<br />
*The I tetromino will never kick.<br />
*L, J, and T tetrominoes, from their 3-wide orientations, will not kick off their center column. In the situations illustrated below if the [[Image:XTet.png|X]] marked block is occupied.<br />
<br />
{|<br />
|width="200pt"|<playfield><br />
.......X..<br />
.LLL..LLL.<br />
.LX...L...<br />
</playfield><br />
|width="200pt"|<playfield><br />
..X.......<br />
...L...XL.<br />
.LLL..LLL.<br />
</playfield><br />
|-<br />
|<playfield><br />
.......X..<br />
.JJJ..JJJ.<br />
..XJ....J.<br />
</playfield><br />
|<playfield><br />
..X.......<br />
.J....JX..<br />
.JJJ..JJJ.<br />
</playfield><br />
|-<br />
|<playfield><br />
..X....X..<br />
..I...III.<br />
.III...I..<br />
</playfield><br />
|}<br />
<br />
However, there are very similar situations where additional off-center blocks will enable a wallkick. In the situations illustrated below, the upper [[Image:XTet.png|X]] blocks are off-center and enable the kick even in the presence of [[Image:XTet.png|X]] blocks in the center column.<br />
<br />
Clockwise rotation will successfully kick:<br />
{|<br />
|width="200pt"|<playfield><br />
.X......X.<br />
.LLL..JX..<br />
.LX...JJJ.<br />
</playfield><br />
|}<br />
<br />
Counter-clockwise rotation will successfully kick:<br />
{|<br />
|width="200pt"|<playfield><br />
...X..X...<br />
.JJJ...XL.<br />
..XJ..LLL.<br />
</playfield><br />
|}<br />
<br />
== New wall kicks in TGM3 ==<br />
=== I tetromino's wall kicks ===<br />
In TGM3, the I tetromino can kick walls. There are 3 different types of wall kicks.<br />
{|<br />
|width="200pt"|<playfield><br />
G.Z.......<br />
G.C.......<br />
G.Z.......<br />
G.Z.......<br />
</playfield><br />
Try to rotate<br />
|width="200pt"|<playfield><br />
G.........<br />
XZCZ......<br />
G.........<br />
G.........<br />
</playfield><br />
Basic rotation fails<br />
|width="200pt"|<playfield><br />
G.........<br />
GZZCZ.....<br />
G.........<br />
G.........<br />
</playfield><br />
Kick 1 space right<br />
|-<br />
|width="200pt"|<playfield><br />
GGZ.......<br />
GGC.......<br />
GGZ.......<br />
GGZ.......<br />
</playfield><br />
Try to rotate<br />
|width="200pt"|<playfield><br />
GG........<br />
XXCZ......<br />
GG........<br />
GG........<br />
</playfield><br />
Basic rotation fails<br />
|width="200pt"|<playfield><br />
GG........<br />
GGZZCZ....<br />
GG........<br />
GG........<br />
</playfield><br />
Kick 2 space right<br />
|-<br />
|width="200pt"|<playfield><br />
........ZG<br />
........CG<br />
........ZG<br />
........ZG<br />
</playfield><br />
Try to rotate<br />
|width="200pt"|<playfield><br />
.........G<br />
......ZZCX<br />
.........G<br />
.........G<br />
</playfield><br />
Basic rotation fails<br />
|width="200pt"|<playfield><br />
.........G<br />
.....ZZCZG<br />
.........G<br />
.........G<br />
</playfield><br />
Kick left<br />
|}<br />
<br />
=== I tetromino's floor kicks ===<br />
The I tetromino can kick the floor.<br />
<br />
Notes:<br />
*Like [[hold piece]], floor kick can be performed only once per tetromino.<br />
*The tetromino cannot kick the floor in mid-air.<br />
{|<br />
|width="200pt"|<playfield><br />
..........<br />
ZZCZ......<br />
..........<br />
GGGG......<br />
</playfield><br />
Fail<br />
|width="200pt"|<playfield><br />
..........<br />
..........<br />
ZZCZ......<br />
GGGG......<br />
</playfield><br />
OK<br />
|width="200pt"|<playfield><br />
..........<br />
ZZCZ......<br />
.G........<br />
.GG.......<br />
</playfield><br />
OK<br />
|}<br />
<br />
There are 2 different types of floor kicks.<br />
{|<br />
|width="200pt"|<playfield><br />
..........<br />
..........<br />
..........<br />
ZZCZ......<br />
G.........<br />
GGGG......<br />
</playfield><br />
Try to rotate<br />
|width="200pt"|<playfield><br />
..........<br />
..........<br />
..Z.......<br />
..C.......<br />
G.Z.......<br />
GGXG......<br />
</playfield><br />
Basic rotation fails<br />
|width="200pt"|<playfield><br />
..........<br />
..Z.......<br />
..C.......<br />
..Z.......<br />
G.Z.......<br />
GGGG......<br />
</playfield><br />
Kick 1 space up<br />
|-<br />
|width="200pt"|<playfield><br />
..........<br />
..........<br />
..........<br />
ZZCZ......<br />
GGGG......<br />
GGGG......<br />
</playfield><br />
Try to rotate<br />
|width="200pt"|<playfield><br />
..........<br />
..........<br />
..Z.......<br />
..C.......<br />
GGXG......<br />
GGXG......<br />
</playfield><br />
Basic rotation fails<br />
|width="200pt"|<playfield><br />
..Z.......<br />
..C.......<br />
..Z.......<br />
..Z.......<br />
GGGG......<br />
GGGG......<br />
</playfield><br />
Kick 2 space up<br />
|}<br />
<br />
=== T tetromino's floor kicks ===<br />
The T tetromino can escape from a hollow.<br />
<br />
Notes:<br />
*This action can be performed only TWICE per tetromino. See below.<br />
<br />
{|<br />
|width="200pt"|<playfield><br />
G.........<br />
G.I.......<br />
GII.......<br />
GGIGGGGGG.<br />
</playfield><br />
Try to rotate<br />
|width="200pt"|<playfield><br />
G.........<br />
G.........<br />
G.I.......<br />
GXIXGGGGG.<br />
</playfield><br />
Basic rotation fails<br />
|width="200pt"|<playfield><br />
G.........<br />
G.I.......<br />
GIII......<br />
GG.GGGGGG.<br />
</playfield><br />
Kick up<br />
|}<br />
<br />
Rotating a T or I tetromino after it has floorkicked will permanently set the lock delay for that tetromino to zero. This is actually what prevents the second I floorkick. After the second rotation is processed, movement gets processed, allowing a shift of one cell left or right if it's done fast enough. Gravity is then applied. If the I tetromino is not in contact with an occupied cell below after processing gravity, any attempt to floorkick will fail, as explained above. If contact does exist, the tetromino will instantly lock down, preventing rotation from being processed at all.<br />
<br />
The T tetromino has no such restriction, so it IS possible to make it floorkick twice, but it will lock after the second one because there is no way to process rotation again before it locks.<br />
== Right side bias ==<br />
<br />
In TGM's rotation system, the Tetrominoes rotate on only one axis resulting in asymmetrical rotations. In this example, the I piece can't rotate on the left side of the stack;<br />
<br />
<br />
<playfield><br />
..Z.......<br />
..Z.......<br />
..XGGGGGGG<br />
..XGGGGGGG<br />
.GGGGGGGGG<br />
</playfield><br />
<br />
A situation which would work on the right side.<br />
<br />
Notice the I has 1 rotation axis;<br />
<br />
<playfield><br />
ZZCZ<br />
</playfield><br />
I piece's rotation axis<br />
<br />
<br />
This case does not apply to the T tetromino, as it rotates on its center;<br />
<br />
<playfield><br />
.I.<br />
ICI<br />
</playfield><br />
T rotation axis<br />
<br />
== Mihara's conspiracy ==<br />
<br />
Due to the right side bias with wall kicks, doing this move with a J when there is an empty hole right of the block that the J is caught on will lead to a hole.<br />
<br />
L works:<br />
{|<br />
|<playfield><br />
..........<br />
G...GG....<br />
G.LLGGG...<br />
G..L..G...<br />
G.GLGGGG..<br />
GGGGGGGGG.<br />
GGGGGGGGG.<br />
</playfield><br />
Firm drop<br />
|<playfield><br />
..........<br />
G...GG....<br />
G...GGG...<br />
G.LLL.G...<br />
G.1.GGGG..<br />
GGGGGGGGG.<br />
GGGGGGGGG.<br />
</playfield><br />
Rotate left<br />
|<playfield><br />
..........<br />
G...GG....<br />
G...GGG...<br />
G..LLLG...<br />
G.GLGGGG..<br />
GGGGGGGGG.<br />
GGGGGGGGG.<br />
</playfield><br />
Kicks to here<br />
|}<br />
J does not...<br />
{|<br />
|<playfield><br />
..........<br />
....GG...G<br />
...GGGJJ.G<br />
...G..J..G<br />
..GGGGJG.G<br />
.GGGGGGGGG<br />
.GGGGGGGGG<br />
</playfield><br />
Firm drop<br />
|<playfield><br />
..........<br />
....GG...G<br />
...GGG...G<br />
...G.JJJ.G<br />
..GGGG.1.G<br />
.GGGGGGGGG<br />
.GGGGGGGGG<br />
</playfield><br />
Rotate right<br />
|<playfield><br />
..........<br />
....GG...G<br />
...GGG...G<br />
...G..JJJG<br />
..GGGG.GJG<br />
.GGGGGGGGG<br />
.GGGGGGGGG<br />
</playfield><br />
Kicks to here<br />
|}<br />
...unless there is another block to force a kick to the left.<br />
{|<br />
|<playfield><br />
..........<br />
....GG...G<br />
...GGGJJ.G<br />
...G..J..G<br />
..GGGGJGZG<br />
.GGGGGGGGG<br />
.GGGGGGGGG<br />
</playfield><br />
Firm drop<br />
|<playfield><br />
..........<br />
....GG...G<br />
...GGG...G<br />
...G.JJJ.G<br />
..GGGG.1ZG<br />
.GGGGGGGGG<br />
.GGGGGGGGG<br />
</playfield><br />
Rotate right<br />
|<playfield><br />
..........<br />
....GG...G<br />
...GGG...G<br />
...G..JJJG<br />
..GGGG.G2G<br />
.GGGGGGGGG<br />
.GGGGGGGGG<br />
</playfield><br />
This fails too<br />
|<playfield><br />
..........<br />
....GG...G<br />
...GGG...G<br />
...GJJJ..G<br />
..GGGGJGZG<br />
.GGGGGGGGG<br />
.GGGGGGGGG<br />
</playfield><br />
Kicks to here<br />
|}<br />
<br />
It can however be used to the player's advantage by it being used to jump over spikes.<br />
<br />
== ACE-ARS and ARS2 ==<br />
<br />
Ace's rotation is a hybrid of SRS and ARS. Ace features guideline colors and lock delay is now directly reset by rotation/movement. A maximum of 128 lock delay resets are permitted per piece. Piece spawns that would previously have resulted in death (blocks occupying row 19/20 spawn locations) will now instead cause the piece to spawn higher, to a maximum of rows 21/22. This effectively makes the usable well size 2 rows higher.<br />
<br />
ARS2 is available through an Xbox live patch for ACE. Normal ARS features Sonic Lock (locking hard drop) and non-locking soft drop. ARS2 had Firm Drop (instant soft drop) and hard drop (not instant).<br />
<br />
== References ==<br />
*[http://web.archive.org/web/20070423120611/http://web.iis.to/tetris_tgm/newrotation.html KAN's detailed explanation of TGM3's new I and T floorkicks]<br />
*[http://www13.plala.or.jp/TETRiS_TGM/kouza/index.htm TGM rotations, in Japanese]<br />
<br />
[[Category:Rotation Systems]]</div>Mufhttp://tetris.wiki/index.php?title=TGM_Guide&diff=10199TGM Guide2015-12-23T18:43:26Z<p>Muf: 1 revision</p>
<hr />
<div>This document is intended both as a newbie guide to TGM and as a repository of useful tricks and strategies related to TGM. Sorry SRS lovers, your princess is in another castle!<br />
<br />
It was [http://www.advantaged.net/boulette/viewtopic.php?id=552&p=1 originally written in French] by [[User:PetitPrince|PetitPrince]], but adapted to Tetriswiki by the same one, and edited/corrected <!--and butchered slightly...--> by the wiki's population.<br />
<br />
There are many technical terms throughout this guide, and newcomers might be confused by sentences such as "In order to beat the [[torikan]] in [[TAP]] Death, proper usage of [[DAS]], [[Wall kick|wallkicks]], and a good knowledge of [[ARS|TGM Rotation]] is required". I encourage them to consult Tetriswiki's [[glossary]] and [[TGM legend]].<br />
<br />
I use The_Tool for all those fancy gifs. Thanks, jago!<br />
<br />
If you want to contribute, or have a remark, please don't hesitate to [http://www.tetrisconcept.com/wiki/index.php?title=TGM_Guide&action=edit edit] or [http://www.tetrisconcept.com/wiki/index.php?title=Talk:TGM_Guide&action=edit discuss] this page !<br />
<br />
Please also note that English is not my primary language. Feel free to correct any typo, bizarre construction or undecipherable sentences.<br />
<br />
I'd also like to thanks everyone who's posting of the forum. I learn something everyday. :)<br />
<br />
=Tetris the Grand Master - Tetris the... ''what'' ? =<br />
Tetris the Grand Master (TGM) is an arcade game series developed by Arika and built around the very popular game created by Alexei Pajitnov, Tetris. This is a hardcore game for passionate gamers. Good games last from 7 to 15 minutes. I've written [http://bsixcentdouze.free.fr/tc/tgm-en/tgm.html an article on it]. For those more interested in Tetris history, I heavily recommend it. Trivia: the (in ?)famous "[http://youtube.com/watch?v=yF6o9Vgo4qc Tetris Japan Finals]" and "[http://youtube.com/watch?v=jwC544Z37qo TGM 3 Tetris Arika !!!] Invisible Tetris" are respectively from TGM2+ (Death Mode) and TGM3 (Master Mode). <br />
<br />
==Sounds fun... how can I play it ?==<br />
TGM is an arcade game.<br />
It comes as a circuit board designed to plug into an arcade cabinet with a JAMMA slot.<br />
If you do not have an arcade cabinet, you can build one out of a TV and a SuperGun, which is essentially a video game console that takes JAMMA boards instead of game cartridges.<br />
<br />
But because TGM boards are as rare as hen's teeth in most English-speaking countries, one can seek an emulation solution: TGM1 is perfectly playable with MAME or ZiNc (I would recommend ZiNc, because it doesn't have that annoying [but fixable] sound bug]). TGM2 is perfectly playable, but for a few years between 0.99 and some time in the 0.12x series, the MAME developers took TGM2 out on Arika's request, and the only way to play TGM2 was to find 0.99u4 in the thick abyss of the Chinese Internet. Now it's back on the official MAME release, so it's not that much a pain to find the relevent files.<br />
<br />
Another route is to go the clone way: because TGM is a quite popular game in Japan (otherwise it wouldn't had *2* sequels), it was bound to have someone making a clone, especially when you have 2ch, one the most populous discussion board on the planet.<br />
<br />
I'd like to mention three: Texmaster, Heboris and Blockbox. Note: if you have trouble using your joystick with those programs, try [http://www.electracode.com/4/joy2key/JoyToKey%20English%20Version.htm Joy2key]<br />
<br />
===Texmaster===<br />
Texmaster would be my weapon of choice when it comes to clones. Easy to use (select your game type and play), cross platform (Win/OSX/Linux) and yet filled with handy features such as auto game recording, statistics and video export. My only gripe is that it has by default a weird Counter-Strike: Source theme (customizable).<br />
Default key are: '''zsxv''' for ''movement'', '''M,.''' for ''rotations'' (CCW, CW and CCW) and ''menu operation'' (confirmation/cancel) and '''spacebar''' for ''hold''. '''F-key''' are for ''various functions'', '''Esc''' is for ''quitting the program''. <br /><br />
Game mode: Novice, Normal, Special, Advance, Sudden, Double, Special Ti, Sudden Ti are respectively TAP Normal, TGM1, TAP Master, TAP TGM+, TAP Death, TAP Double, TGM3 Master and TGM3 Shirase game mode.<br />
<br />
===Heboris===<br />
Heboris is a huge mastodont, filled with more feature that you can dream of: multiple rotations system (ARS (both TGM2+ and TGM3 flavor), SRS (both Tetris DS and TGM3 flavor), DRS and so on...) or even customized one, special training mode, tea, coffee, bretzels and pancakes. Its development is now stopped due to some meddling TTC (or Arika, or even TTC via Arika) executive. I still the files on my personal space ([http://bsixcentdouze.free.fr/tc/hebo160a.zip original binaries] and [http://bsixcentdouze.free.fr/tc/hebo0562.zip expansion]). Unzip one in a folder, then overwrite the content of the other zip into that same folder.<br />
<br />
Default key are: '''zsxv''' for ''movement'', '''bn''' for ''rotations'' (CCW, CW) and ''menu operation'' (confirmation/cancel) and '''m''' for ''hold''. <br /><br />
Game mode: you must first select your correct rotation system (chose one of the ARS), then try one of the "Master" mode.<br />
<br />
=Links=<br />
<br />
==Web==<br />
<br />
'''[http://www13.plala.or.jp/TETRiS_TGM/index.html J.Oのテトリス講座 ]''' : A old but still very good TGM guide. A translated version can be found '''[http://kitaru.1101b.com/TGMGUIDE/ here]'''.<br />
<br />
'''[http://www.youtube.com Youtube]''': Surprised to see youtube in the link section ? There's ton, *tons* of good player's performance recorded in it. Try with these following keywords: "TGM", "Tetris", "Death Mode", "TAP".<br />
<br />
'''[http://www.tetrisconcept.net/ Tetrisconcept]''': yes, this is the site you are browsing ''right now''. We have a crazy forum and wiki, why don't you consult it ? :)<br />
<br />
=Random Rant=<br />
<br />
== Input method==<br />
<br />
For an optimal game experience, play with an arcade stick, preferably with a 4-way restriction plate. TGM is an arcade game, after all.<br />
<br />
Don't choose a cheap stick, because they generally have inferior grade parts. Aim for a stick with Sanwa or Seimitsu parts in it. Most of the time, these are the same parts used in the public arcade cabinets. They can withstand years of abuse by frenetic gamers; so they *should* last long enough for you, except if your name is Hulk. Also, cheap sticks are made from cheap plastic.<br />
<br />
I play with Sega's '''Virtua Stick High Grade''' (VSHG). It has been built for PS3, but since consoles nowadays use the convenient USB standard, I was able to plug it into my WinXP PC. It works flawlessly. This stick uses Sanwa's JLF-TP-8Y stick. What is cool with JLF-TP-8Y is that it can be easily modified from an 8-way stick into a 4-way stick, needing nothing else other than the right screwdrivers. So in the end, you can enjoy both Street Fighter *and* TGM. The stick is big (~35x22x5 cm) and heavy (I'd say around 3 kg, thanks to the metal plate at the back). It's black coat, dark-gray and yellow buttons, and big round screws make me feel like I'm in front of a luxury object. The only drawback is that the rebound of the stick is sometimes too strong, and thus activates the opposing switch. This can be a problem, but a more gentle playstyle should alleviate it.<br />
<br />
[[Image:Vshg.jpg|120px]]<br />
<br />
I was able to try the '''Real Arcade Pro''' (RAP) for PS2 from Hori. While it also has a JLF-TP-8Y, I felt that it was less stiff than my VSHG. Whether it is a good or bad thing is up to the player. colour_thief likes it, I don't. It's a *huge* stick, even bigger than the VSHG, and the front shiny aluminium plate makes it look like a juggernaut. I sometimes get confused by the button layout (2x4 for the RAP vs. 2x3 for the VSHG), but that's not a big issue. And its buttons are not as beautiful as my VSHG (seriously, ''green'' ?) <br />
<br />
[[Image:Rap ps2.jpg|120px]]<br />
<br />
I was also able to try the '''Tekken 4 Stick''' for PS2, also from Hori. While the RAP is less stiff than the VSHG, this one is a lot stiffer. That results in a more nervous playstyle. Again, how stiff you want your stick is up to you. <br />
<br />
[[Image:Tekken4 ps2.jpg|120px]]<br />
<br />
Those who dont have enough money to buy a real stick... can play with whatever they want. After all, chances are that you won't be *that* hooked by TGM, fighting or arcade games. I can handle pretty well with a keyboard or a gamepad. I made it up to S3 in TGM1 with the analog stick of a Saitek P990 gamepad. I even know a Gm grade player who regularly plays with a pad. The only requirement of those alternative input methods is to be able to be very responsive. An analog stick is not a good choice. And if you are a crazy genius (or a biotechnology engineer) and know how to plug the brain directly on USB, I'm interested. <br />
<br />
[[Image:P990.jpg|120px]][[Image:Keyboard.jpg|120px]][[Image:Eeg.jpg|120px]]<br />
<br />
=Whoa, that's hard! Do you have some tips for me?=<br />
Sure! Please note that while I use words like "should," "must" and the imperative tense, ultimately it's up to you to decide whether or not to use these techniques. I'm not an uber-l33t Gm player, but I think I give good advice. <br />
==Know your enemy (so you can kick his butt later)==<br />
<br />
===Levels===<br />
[[Image:lvl.png|frame|The level counter as displayed in [[TAP]].]]<br />
Each time a tetramino locks, the level counter is incremented by one, and there's a bonus given when clearing lines. A line must be cleared in order to go over hundreds (99->100, 199->200, 299->300 etc..)<br />
<br />
===Controls===<br />
There's four directions and three (four in TGM3) buttons. The latter are called A, B, C and D (or H) <br />
* ← and → are for moving the piece horizontally. By holding a direction, DAS is activated. <br />
* ↑ is for the sonic drop: the piece instantly falls, without locking. Note that sonic drop isn't available in TGM1. <br />
* ↓ is for the fast drop: the piece falls quicker than usual. It also used to manually lock the piece into the stack.<br />
<br />
===Lock and game speed===<br />
<br />
Right after the landing of a piece, you get a few frames where you can still move it. The number of frames available depends on the level, but you usually get enough time to act, assuming that you don't panic. <br />
<br />
{|style="font-size:120%; border:1px dotted; background-color:#F9F9F9; "<br />
|-<br />
|[[Image:TGM_Legend_Lock_Delay_1.gif]] || ''Lock delay '' <br /> You can still move a piece after it has landed.<br />
|}<br />
<br />
The "speed" of the game is set by several factors:<br />
# Gravity (how fast a tetramino falls)<br />
# Lock delay<br />
# ARE<br />
# Sometimes the line clear animation. <br />
<br />
<gallery caption="Some gravity" heights="190px"><br />
Image:TGM legend 0.0156G.gif|''1/64G''<br /> Low gravity <br />Level 0<br />
Image:TGM legend 1G.gif|''1G''<br />Medium gravity <br />Level 251<br />
Image:TGM Legend 5G.gif|''5G''<br />High gravity <br />Level 400<br />
Image:TGM Legend 20G.gif|''20G''<br /> Maximum gravity <br />Level 500 and beyond </gallery><br />
<br />
In Master mode, gravity increases up to level 200, where it suddenly drops. Then it almost continually increases until it reaches level 500, where the maximum speed (20G) is reached. In TGM2 and 3, there's yet another speed increment at level 700, 800 and 900 (ARE time decreases along with lock delay at level 900). I won't talk about Death mode for now, I'm not good enough °^_^ (but you can search on tetriswiki or on the forum). <br />
<br />
[[Image:Mastercurvecg4.png|center|frame|TGM and TAP Master speed curve, sub-20G (graph by Edo)]]<br />
<br />
===Distribution===<br />
Even though it isn't as predictable as the TDS randomizer, it's good to know how the TGM randomizer works.<br />
<br />
#The randomizer maintains a history of the 4 most recent given pieces.<br />
#Every time it needs to generate a piece, it will impartially choose one of the 7 pieces.<br />
#The randomizer checks if this chosen piece is found in the history. If it isn't, the piece is given. If it is, it randomly picks one of the 7 pieces again. If after a certain number of attempts (4 for TGM, 6 for its sequels), it still does not succeed at finding a piece outside the history, it settles for this recently given piece.<br />
<br />
Now, it's good to know all that fancy theory, but as far as you should be concerned, it's simple: don't expect a given piece to be distributed for at least 4 other pieces.<br />
<br />
===Grade===<br />
<gallery><br />
Image:s5tap.jpg<br />
Image:s3tgm1.jpg<br />
Image:gmtgm1.jpg<br />
</gallery><br />
<br />
Because it wouldn't be a fun game without something to strut about, Arika set up a grade system. Like many Japanese martial arts, you begin at grade (kyu) 9, followed incrementally by grades 8, 7 , 6, 5 etc... up to grade 1. Then there are S1-9, and finally Gm.<br />
There are some conditions to get Gm grade, though.<br />
<br />
The grade recognition system differs depending on the game.<br />
<br />
In TGM1, your grade increases simply by gaining enough points. To rank as Gm, you must finish the game under a certain time limit.<br />
<br />
In TGM2 Death mode, it's survival+time attack: if you can go over level 500 in under 3:25, you are M. If you can finish the game, you are Gm.<br />
<br />
In TGM2 Master mode, it's a little more complicated. In a nutshell, for each grade the player must score 100 internal points. The subtlety is that there's a point decay. If you want more details, well... <br />
<pre><br />
août 23 23:56:05 <PtitPrince> is there a chart that summarize how grade points are gained in TAP master mode ?<br />
août 23 23:56:37 <colour_thief> it's so complicated it would need a 4 dimensional chart or something<br />
août 23 23:57:02 <colour_thief> play fast and get tetrises is the simple answer though<br />
</pre><br />
... but c_t is exaggerating a little bit here ;), there is [[http://www.tetrisconcept.net/wiki/index.php?title=TAP#Grade_Recognition_System a chart]] here. But his idea is right: don't try to optimize your game with this chart, just try to play faster and to make more tetrises.<br />
<br />
===Medals===<br />
[[Image:Medal.jpg|frame|Some medals from [[TAP]].]]<br />
In TGM2, medals are awarded for particular actions. They don't count toward the final score.<br />
*AC (All clear): Bronze for one bravo, silver for two, gold for three.<br />
*RO (Rotation): At level 300, 700, or 999, the number of rotations per tetromino was at least 6/5.<br />
*ST (Section time): Bronze or silver for approaching the machine's section time record; gold for beating it.<br />
*SK (Skill): Lots of 4-line clears. In Master: 10 awards bronze, 20 awards silver, 35 awards gold. In Death: 5 awards bronze, 10 awards silver, 17 awards gold.<br />
* RE (Recovery): Have 150 or more blocks in the playfield, then clear enough lines that 70 or fewer blocks remain.<br />
*CO (Combo): Clear lines with consecutive tetrominoes (double or higher needed). 4 awards bronze, 5 awards silver and 7 awards gold. Note: Single line clears keep the current combo active, but do not add to it.<br />
<br />
==General and sub-20G trips and tricks (0-300)==<br />
===The perfect game does not exist ===<br />
Holes and mistakes are bound to happen. Even an A.I. will make hole. The art of Tetris is to minimize its damage and its rate of appearance. <br />
{|style="font-size:120%; border:1px dotted; background-color:#F9F9F9; "<br />
|-<br />
||[[image:Rosti s7 detail 589.gif|Rosti s7 detail 589.gif]] || ''Details of a TAP S7 game from Rosti LFC'' <br /> Notice how he managed to keep his game really clean despite an unfavorable stack.<br />
|}<br />
<br />
===Maximize your luck/chance===<br />
You should stack flat, but not to much. A rule of thumb is to determine which position gives the most opportunity to the other pieces. Getting the right feeling takes time..<br />
<br />
Corollary: if there's a place when only one tetramino could fit cleanly, '''put it in as soon as it appears'''. That sounds logical - it is -, but in the heat of the game, even I make this mistake.<br />
<br />
===Zangief to the rescue !===<br />
There's a little trick that one can do with a stick in order to save some time: zangi-moves (the name really come from Zangief). There's nothing very special about it, but it is just a very convenient manipulation to use. <br />
<br />
{|style="font-size:120%; border:1px dotted; background-color:#F9F9F9; "<br />
|-<br />
||[[image:TGM_Legend_Sonic_Drop_2.gif|TGM_Legend_Sonic_Drop_2.gif]] || ''Zangi-move'' <br /> A 270° motion is needed in order to quickly accomplish this move.<br />
|}<br />
<br />
===Keep your right===<br />
You must have a right oriented game. That means:<br />
# ''Tetris well on the right.'' <br /> Because the I piece has asymmetrical rotations, it is easier to place it in a well on the right than on the left. It is less a problem in TGM3 due to floorkicks, but it's a little easier to place them at the right. Note that I know a ninja who makes Gm grade score with a left well. But it's a ninja. <br /> [[image:irot.png]]<br />
# ''Keep the left clean, put the garbage at the right'' <br />Some more experienced player than me urges me to say that it's a lot easier to clean a stack when the garbage are at the right.<br />
<br />
===Finish him !===<br />
Always finish your game, even if you got an awful start. By cleaning really ugly playfields ''at low gravity'', you are learning how to clean really ugly playfields ''in 20G'' (when you just ''don't have the time'' to think).<br />
<br />
===Keep the center clean===<br />
Holes in the middle column are really, really, shitty to repair. Avoid them at all costs. <br />
<br />
==Tips and tricks nearing 20G ==<br />
===Don't panic !===<br />
[[Image:Paulatreide.jpg|frame|You don't have to be the Kwisatz Haderach to play TGM. Still, it helps.]]<br />
The speed is becoming significantly greater than your Gameboy experience. Keep cool, stay zen and focused ! To panic means to put piece in position that hinders you even more. ''I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration...''<br />
<br />
===Know what you can and can't===<br />
While nearing 20G, the movement palette is constantly shrinking. You must know what movement is sustainable and what movement is not an option.<br />
<br />
<br />
===Das DAS ist sehr wichtig===<br />
The DAS is very useful to send a tetramino at the edge of the playfield. Tap-tap-tap are far less efficient. You must optimize your mouvement, by pressing the least buttons possible. Time saved on piece manipulation is time available to think about the piece position.<br />
<br />
===Pyramiding your way, part I===<br />
It's a good idea to start piling the tetramino at the center of the playfield, because your pieces will naturally fall on the border of the playfield, enabling you to get a few additional microseconds to think. It is also much more easier for the I to fall in the well.<br />
<br />
===Uses and misuses of the I piece, parti I: rotations===<br />
The I piece is at the same time your worst friend and your best enemy. Or the opposite, I don't remember. Anyway, what I want you to know is that while making Tetris is always a good thing, placing the I in a correct fashion is more tricky, especially in an high speed environment. You *must* know how the I behave, and where you can rotate it and where you can't. Far too many times I stupidly covered my well because I haven't though of how it rotates.<br />
<br />
Fortunately, it's not that hard to remembers it rotations.<br />
<br />
You see, unlike others tetraminos, the I piece got only two states. flat and upright. That makes the reflexion much more easy to do. <br /><br />
<br />
[[image:irot.png]]<br />
<br />
Because its rotation is asymmetrical, the "center" of the piece is in the third bloc. So, in order to determine whetever a rotation is possible of not, you only have to check if the third column is free or not. <br />
<br />
{| class="wikitable" style="width: 500pt; border:1px dashed;" align="center"<br />
|+ Case Study - I rotations <br />
|colspan="2"|Let's say we got a well at the right of the playfield, and that we have a flat I for some reason. Is it possible to put it at the bottom of the well ? Well, if you made a funnel, yes. Let's study that case with images.<br />
|-<br />
|width="200"|[[Image:Iusage1a.gif]][[Image:Iusage1b.gif]]|| Here, it doesn't work.<br />
|-<br />
|[[Image:Iusage2a.gif]][[Image:Iusage2b.gif]]|| But, if there's two free cells in the third column, it works. <br />
|-<br />
|[[Image:Iusage3a.gif]][[Image:Iusage3b.gif]]|| Note that I rotations are asymmetrical<br />
|}<br />
<br />
===Uses and misuses of the I piece, parti II: "I am not a joker" ===<br />
The I is not a joker, and getting one won't magically solve all your problem. That's not Tetris DS: unlike it, TGM have a very restrictive regarding the pieces movements. While in TDS a star bonus is a blessing (providing you didn't made too much holes), I pieces in TGM can doom you. <br />
<br />
{| class="wikitable" style="width: 500pt; border:1px dashed;" align="center"<br />
|+ Case Study - Non-optimal I placement <br />
|- <br />
|<gallery heights="192"><br />
Image:joker1.png|Here's a stack <br />
Image:joker2.gif|Usually, most people would do that. At low gravity, that's a valid move. But at high speed, I wouldn't recommend it. What would happen is the next piece were a Z ?<br />
Image:joker3.gif|You potentially got a hole in the center, which is bad. Ok, that's not the end of the world. But note that the stack is exceptionally clean, and sometime an easy correction isn't possible.<br />
Image:joker4.gif|I would put it slightly to the left, thus leaving the game very open.<br />
</gallery><br />
|}<br />
<br />
===Overhangs===<br />
In case of difficult distribution, where you are forced to create a hole or a semi-hole, mastering overhangs comes in handy. Overhangs are not so bad places that can easily be filled with other pieces. Even if you played Tetris Game Boy a lot, you probably don't have this skill, because it extensively uses lock delay. <br />
<br />
{| class="wikitable" style="width: 500pt; border:1px dashed;" align="center"<br />
|+ Case Study - Some overhangs<br />
|-<br />
|width="200"|[[Image:Overhangex1.png]]||Here's a stack with a problematic distribution <br /> Wherever you place that S, you end up with a (semi-)hole. Now, there's several way to correct it.<br />
|-<br />
|[[Image:Overhangex2.gif]]||I like that one. It's a convenient place to put that piece, and that can be filled with a T, a L or a J. But if you want to pyramidize a little more, placing it on the central masta is also viable (mastaba, pyramid.... ok, that was a terrible one, sorry).<br />
|-<br />
|[[Image:Overhangex3.gif]] [[Image:Overhangex4.gif]] [[Image:Overhangex5.gif]][[Image:Overhangex6.gif]]||Of course, choosing the right place depends on several factors: the speed and height of the game, the style of playing and the mood of the player, the next pieces, the zodiac sign of the player, a Jupiter-Mars-Venus alignement... <br />
|}<br />
<br />
===T-spins===<br />
T-spins aren't as important as in TDS, but they are nonetheless quite useful. What is a T-spin ? That's a T rotation that fills normally unfillable semi-holes. <br />
{|style="font-size:120%; border:1px dotted; background-color:#F9F9F9; "<br />
|-<br />
|[[image:tspin1.png]] [[image:tspin2.gif]]|| Most of the time you'll want to use a T-spin in this situation<br />
|}<br />
<br />
==Advanced and 20G (500+) Tips and tricks==<br />
===Pyramiding your way, part II===<br />
The movement palette in 20G is very, very reduced. And that makes pyramiding harder, because you can get stuck because of a hole. <br />
<br />
Be extra-careful not making any, for it can be quite incapacitating<br />
<br />
[[Image:trap.gif]]<br />
<br />
A good 20G stack should leave the player a possibility to place his pieces wherever he wants. <br />
<br />
Note that in this case, IRS the L to the right is possible.<br />
<br />
[[Image:irsusage.gif]]<br />
<br />
===Wallkicks===<br />
Wallkicks are gameplay elements that really open the game. The theory is as it follows: if a rotation is normally impossible, the game tries to nudge the piece one cell to the right, and then to the left if it fails to the right, and then fails if it fails to the left. <br />
<br />
[[Image:Wk1.gif]]<br />
<br />
Now, the theory may seems dead simple, but some applications are really counter-intuitive. Take this L kick, which works in TGM rotation and [[Lockjaw: The Overdose|TOD]] rotation:<br />
<br />
{|<br />
|- valign="top"<br />
|<playfield><br />
..........<br />
..LLL.....<br />
..L.......<br />
..........<br />
..........<br />
..GGGG....<br />
....GG....<br />
G.GGGGGGG.<br />
GGGGGGGGG.<br />
GGGGGGGGG.<br />
</playfield><br />
Where to place<br><br />
this L piece?<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
LLGGGG....<br />
.L..GG....<br />
GLGGGGGGG.<br />
GGGGGGGGG.<br />
GGGGGGGGG.<br />
</playfield><br />
Rotate right<br>and DAS left<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..GGGG....<br />
LLL.GG....<br />
1.GGGGGGG.<br />
GGGGGGGGG.<br />
GGGGGGGGG.<br />
</playfield><br />
Rotate left:<br><br />
test 1 fails<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..GGGG....<br />
.LLLGG....<br />
GLGGGGGGG.<br />
GGGGGGGGG.<br />
GGGGGGGGG.<br />
</playfield><br />
Gets kicked<br><br />
to here<br />
|}<br />
<br />
Of course, not all useful wallkick are as counter-intruitive as this one. Some are pretty vicious though. Here's some wallkicks exemples:<br />
<br />
<gallery caption="Some Wallkicks" heights="234px"><br />
Image:Wall-kick tech J9.gif<br />
Image:Wall-kick tech L9.gif<br />
Image:Wall-kick tech T3.gif<br />
Image:Wall-kick tech Z1.gif<br />
</gallery><br />
<br />
===Synchro, auto-synchro : fuuuu~sion, HA !===<br />
This is where Tetris looks more like a fighting game than a puzzle game. <br />
<br />
{| class="wikitable" style="width: 500pt; border:1px dashed;" align="center"<br />
|+ Case Study - I jumping<br />
|<br />
<gallery heights="234px">Image:Synch1.png |You want to get that I from here... <br />
Image:Synch2.png|...to there.<br />
Image:Synch3.gif|That seems impossible, doesn't it ? The I would either be trapped in the first hole, or would be stuck flat.<br />
Image:Synchro tech 2.gif|But you ''can '' do it, with a move called "synchro".<br />
</gallery><br />
|-<br />
|You need a good understanding of the game internals to do it.<br />
<br />
Each frame, it reads the players input, then process it accordingly, then draw the frame. The trick is that rotation and horizontal movement is processed at the same time. So in order to jump that hole, you need to press joystick (movement) and the button (rotation) at the same time.<br />
<br />
Let's review that particular move more in details: <br />
<br />
[[Image:Synchro tech b.png]]<br />
<br />
Frame 1: Initial situation <br /><br />
Frame 2: Time to do some synchros...<br /><br />
Frame 3, 4 and 5: The movement and rotation are pressed at the same time (these frame are not rendered)<br /><br />
Frame 6: omg, it jumped !<br /><br />
Frame 7, 8: that happens when you don't have the good timing.<br />
|}<br />
<br />
Now, while these kind of move are possible, they are seldom used. Why ? Because you need a 1 frame precision, or in others words, a precision of a 1/60th of a second ! Even the most elite Guilty Gear player got more time than that to react !<br />
<br />
Now it still possible to use synchro in a normal game. You just need to use it in conjunction with DAS. Because DAS (when charged) sends a movement input every frame, what you need to do is to just press the rotation button. <br />
<gallery caption="Some Auto-synchros" heights="190px"><br />
Image:Synchro tech 4.gif<br />
Image:Synchro compil 1.gif<br />
Image:Synchro compil 2.gif<br />
Image:Synchro compil 3.gif<br />
</gallery><br />
<br />
=Meta-game=<br />
So, you want to be a Tetris Gm ? That's a long and difficult process. TGM is a little bit more than reflexes and mastering the rotations. Here's some tips about the "meta" aspect of TGM.<br />
==Play regularly==<br />
Play regularly. Tetris the Grand Master is definitively not a casual game we boot from time to time. Like any sport or martial art, in order to be good at it, you must play and train regularly, pushing your limit a little bit further each time.<br />
==Methods of training==<br />
==Motivation motivation motivation==<br />
==Achievement list==<br />
[[Image:Tachievement.jpg]]<br />
* Reach rank S1 in TGM.<br />
* Reach level 300 in TGM<br />
* Finish TAP Normal mode (including credit roll).<br />
* Regularly reach level 300 in TGM<br />
* Reach level 500 in TGM<br />
* Reach level 150 in TAP T.A. Death<br />
* Reach rank S1 in TAP Master Mode<br />
* Reach level 200 in TAP T.A. Death<br />
* Reach level 700 in TGM<br />
* Reach rank S7 in TGM<br />
* Reach level 300 in TAP T.A. Death<br />
* Reach level 999 in TGM<br />
* Reach rank Gm in TGM<br />
* Reach rank S7 in TAP Master Mode<br />
* Reach level 400 in TAP T.A. Death<br />
* Reach level 999 in TAP Master Mode<br />
* Clear the semi-invisible credit roll on TAP Master Mode<br />
* Reach rank S9 in TAP Master Mode<br />
* Reach level 500 in TAP T.A. Death<br />
* Reach rank m in TAP T.A. Death (level 500 at 3:25:00 or faster)<br />
* Reach level 700 in TAP T.A. Death<br />
* Reach rank m in TAP Master Mode<br />
* Reach rank Gm in TAP T.A. Death (level 999)<br />
* Reach rank Gm in TAP Master Mode</div>Mufhttp://tetris.wiki/index.php?title=Nullpomino&diff=10197Nullpomino2015-12-23T18:43:25Z<p>Muf: 1 revision</p>
<hr />
<div>#REDIRECT [[NullpoMino]]</div>Mufhttp://tetris.wiki/index.php?title=List_of_videos&diff=10193List of videos2015-12-23T18:43:25Z<p>Muf: 1 revision</p>
<hr />
<div>The following '''videos of tetromino game play''' are available on YouTube, Google Video, Putfile, Dailymotion, or Ifilm:<br />
<br />
== The Tetris Company ==<br />
<br />
<br />
<br />
=== Tetris for iPod ===<br />
*kiwibonga - [http://www.youtube.com/watch?v=CJZk4fAh7h4 Tetris iPod] 3:51<br />
*[http://www.youtube.com/results?search_query=ipod+tetris&search=Search Other <tt>ipod tetris</tt> videos on YouTube]<br />
<br />
=== Tetris Zone ===<br />
*gokano - [http://www.youtube.com/watch?v=eguBGUGc8Mo 40lines(SPRINT) Cleared (0:53)] 1:01<br />
*gokano - [http://youtube.com/watch?v=15rMuqK31Fg Marathon Glimpse (2:32)] 2:39<br />
*gokano - [http://www.youtube.com/watch?v=BkofpSoqdzU Master Cleared (6:41)] 6:53<br />
*jujube - [http://www.youtube.com/watch?v=9qztXpa4e-I Master Cleared 473,150 pts (7:34)] 8:02<br />
*jujube - [http://www.youtube.com/watch?v=KawVouU5t_4 Master Level 20 Lock Delay] 0:12<br />
<br />
=== Tetris Evolution ===<br />
*godfree7 - [http://www.youtube.com/watch?v=8syQTFg_fNM GTR Vision: Tetris Evolution Review (Xbox 360)] 4:50<br />
*IceViper777 - [http://www.youtube.com/watch?v=yn_FH1iVnew Tetris Evolution Gameplay 360] 1:28<br />
*Pwntergeist - [http://www.youtube.com/watch?v=agv4YGo3yHk T-SPIN ACHIEVEMENT] 0:50<br />
<br />
=== Tetris Online (Japan) ===<br />
*SINYsan - [http://www.youtube.com/watch?v=-Oy3oLAtk1w Vs. CPU Levels 12 and 13] 6:48<br />
<br />
== TGM Series ==<br />
<br />
=== Official Videos ===<br />
*Tetris The Grand Master - Rank GM - [http://www.arikaonline.com/download/movie/tgm.mpg Download] 10:38<br />
*Tetris The Absolute The Grand Master 2 PLUS - Master, Rank GM - [http://www.arikaonline.com/download/movie/tgm2master.mpg Download] [http://www.youtube.com/watch?v=ECZWIiFO11k YouTube] 9:23<br />
*Tetris The Absolute The Grand Master 2 PLUS - T.A. Death, Rank M - [http://www.youtube.com/watch?v=_-4Mv-Kgqc4 YouTube] 5:17<br />
*Tetris The Absolute The Grand Master 2 PLUS - T.A. Death, Rank GM - [http://www.arikaonline.com/download/movie/Death-Gm05.mpg Download] [http://www.youtube.com/watch?v=N1umcF4z0Ds YouTube] 5:58<br />
*Tetris The Grand Master 3 Terror Instinct - Master SRS, Rank MasterM & Shirase SRS, Rank S13 - [http://www.arikaonline.com/download/movie/tgm3_world.mpg Download] [http://video.google.com/videoplay?docid=-2384001623412434618 Google Video] 13:56<br />
*Tetris The Grand Master 3 Terror Instinct - Shirase ARS, Rank S13 - [http://www.arikaonline.com/download/movie/tgm3_shirase0605.mpg Download] [http://www.youtube.com/watch?v=vCAnggppNd0 YouTube] 6:23<br />
*Tetris The Grand Master 3 Terror Instinct - Master ARS, Rank MasterM - [http://www.arikaonline.com/download/movie/tgm3_mm_01.mpg Download] [http://www.youtube.com/watch?v=Q5NBWyw6RHc YouTube] 6:40<br />
*Tetris The Grand Master 3 Terror Instinct - Master ARS, Rank GM - [http://www.arikaonline.com/download/movie/tgm3_prom20070907.mpg Download] [http://www.youtube.com/watch?v=jwC544Z37qo YouTube] 6:29<br />
<br />
=== Other videos ===<br />
==== Tetris The Grand Master ====<br />
*guitarmandx - [http://www.youtube.com/watch?v=tZAK17mH2B8 Master Mode (Rank S2)] played by Cdsboy 6:04<br />
*SAL000000 - [http://www.youtube.com/watch?v=acqtsZQ3AwQ BIG Mode + 20G Mode (Rank GM) 9:16:65] 10:20<br />
*Shuey - [http://www.youtube.com/watch?v=yBoLZ15g9uw BIG Mode (First Recognized USA Rank GM) 10:26:85] 11:38<br />
<br />
==== Tetris The Absolute The Grand Master 2 PLUS ====<br />
'''Master Mode'''<br />
*Amnesia - [http://fr.youtube.com/watch?v=5zUAZuTONP0 Rank M (Level 999) in 8:41.--] 10:43<br />
<br />
'''Double Mode'''<br />
*Amnesia&Bou - [http://fr.youtube.com/watch?v=fvtvgWWsYXA 4min18]<br />
*colour_thief&Amnesia - [http://fr.youtube.com/watch?v=iQcqa9F_Bso 4min23]<br />
*SQR alone - [http://fr.youtube.com/watch?v=n4q1R99ybgs 5min57]<br />
<br />
'''Death Mode'''<br />
*colour_thief - [http://youtube.com/watch?v=tAzgKqpUXAM Level 852 in 5:39:35] 5:36<br />
*Mat Vuksinich - [http://www.youtube.com/watch?v=iore8390kkQ Level 686 in 4:29:26 (Rank M)] 5:03<br />
*sqr4453 - [http://www.youtube.com/watch?v=mGeN1aI5t6g Rank Gm in 5:22:23] 5:51<br />
<br />
==== Tetris The Grand Master 3 Terror Instinct ====<br />
<br />
*djio - [http://www.dailymotion.com/video/x48r3_tetris-joueur-excellent tetris joueur excellent (Shirase Mode)] 0:59<br />
*djio - [http://www.dailymotion.com/video/x48oh_tetris-au-japon tetris au japon (Master Mode)] 0:59<br />
*emaame - [http://www.youtube.com/watch?v=YZgd-n0lbe4 Master Mode Classic Rule Level 999 6:09:60 (Rank Master)] 7:25 Played by EMA<br />
*emaame - [http://www.youtube.com/watch?v=u9ghA0lfqcM Master Mode Classic Rule Level 999 5:48:83 (Rank MasterK)] 7:10 Played by EMA<br />
*emaame - [http://www.youtube.com/watch?v=XUiw4Lj3tIM Shirase Mode Classic Rule Level 953 4:12:48 (Rank S9)] 4:25 Played by EMA<br />
*emaame - [http://www.youtube.com/watch?v=zC_uQ3sUHzo Shirase Mode World Rule Level 1300 (Staff Roll failed) 6:11:63 (Rank s13)] 6:54 Played by ACE<br />
*enpassent - [http://www.youtube.com/watch?v=QSFhEEhtxHQ skilled japanese tetris player(Master Mode)] 0:56<br />
*hitokag - [http://www.youtube.com/watch?v=YyA29w0grcU Master (Rank M5)] 9:25<br />
*hitokag - [http://www.youtube.com/watch?v=k_ROfjafHsM Shirase Mode Level 500 (Rank S5)] 4:05<br />
*miharasan - [http://www.youtube.com/watch?v=u5n7cD3VkEc Master Mode Level 999 in 4:58] 2:43 Played by jin8<br />
*RiskTravel - [http://www.youtube.com/watch?v=ftCYoC0_hTA (Shirase Mode)] 0:37<br />
<br />
==== Tetris The Grand Master Ace ====<br />
*enueik - [http://www.youtube.com/watch?v=Guq-QraI3XI S10 Promotion Examination - Failed] ARS2 6:22<br />
*enueik - [http://www.youtube.com/watch?v=bMwrJdSEZ5s Tetris Road (Another Road) - Cleared (1 of 3)] ARS2 9:32<br />
*enueik - [http://www.youtube.com/watch?v=h4SF2vinu7I Tetris Road (Another Road) - Cleared (2 of 3)] ARS2 5:26<br />
*enueik - [http://www.youtube.com/watch?v=lL5oBo221dA Tetris Road (Another Road) - Cleared (3 of 3)] ARS2 7:08<br />
*enueik - [http://www.youtube.com/watch?v=KuxB4pPtKX0 Time Attack (Another) - 119 Lines] ARS2 4:09<br />
*enueik - [http://www.youtube.com/watch?v=9B0zgaONYYI S4 Promotion Examination - Success] ARS2 3:36<br />
*enueik - [http://www.youtube.com/watch?v=jUgiYTJJss4 S6 Promotion Examination - Success] ARS2 8:26<br />
*BLUEEDEN5Z - [http://www.youtube.com/watch?v=JNCg0PU7fjw Time Attack (Another) - Cleared] SRS 5:06<br />
*BLUEEDEN5Z - [http://www.youtube.com/watch?v=3ih2WmvI8rA TM(final) Promotion Examination - Success] SRS 5:00<br />
*typeYoshi - [http://www.youtube.com/watch?v=qhvSNZuQ9YU TM(final) Promotion Examination - Success and Class up] ARS? 4:15<br />
<br />
== Fan Games ==<br />
<br />
=== Multiple ===<br />
*tepples - [http://www.youtube.com/watch?v=HDJQP1xg5EY THIS FAN GAME VIDEO WILL BE FLAGGED] 2:37<br />
<br />
=== Cultris ===<br />
*gigoloz - [http://www.youtube.com/watch?v=wOFM8N74DYY Multiplayer Top Player gigolo] 00:54<br />
*gigoloz - [http://www.youtube.com/watch?v=L2-0ZAg-bf4 Single player Cultris] 1:59<br />
<br />
=== NYET 3D - The Revenge of the Mutant Stones ===<br />
*herc [http://www.youtube.com/watch?v=4yW-rNodoAY diamond rush] 1:13<br />
*herc [http://www.youtube.com/watch?v=QH30LDoa0wo up and down] 1:28<br />
*herc [http://www.youtube.com/watch?v=GwcB6jyCrD0 evil snakes] 1:25<br />
*herc [http://www.youtube.com/watch?v=TnkX-n6ND_Y confusion] 1:14<br />
*herc [http://www.youtube.com/watch?v=R6rApojxMKc the elevator] 0:22<br />
<br />
=== Gravytris ===<br />
*Lardarse aka ShrapnelCity [http://www.youtube.com/watch?v=pS64cGY7Nro how to build a BIG GOLDEN SQUARE] 2:39<br />
*herc [http://www.youtube.com/watch?v=T1gKxfCmpZY 2.5D Tetris - demo of 180° rotations (flipping) around y- and x axis] 0:18<br />
*herc [http://www.youtube.com/watch?v=fBerEJwExWw Gravity Gun] 0:55<br />
*herc [http://www.youtube.com/watch?v=H71RczbuMBA poor tetris pieces pushed around] 0:50<br />
*herc [http://www.youtube.com/watch?v=EQfNYqBPeZM FUSE mode] 0:54<br />
<br />
=== Lockjaw ===<br />
*caffeine - [http://www.youtube.com/watch?v=viREUXITJIw 180 Second Mode (61,800 LJ Score)(152.65 tpm)] 3:05<br />
*caffeine - [http://www.youtube.com/watch?v=q9UQqirocOs 40 Lines Mode (41.83 sec)(146.29 tpm)] 0:43<br />
*Jono - [http://www.youtube.com/watch?v=gOO5bulyB2U 40 Lines Mode (44.45 sec)(137.68 tpm)] 0:54<br />
*Jono - [http://www.youtube.com/watch?v=sN7kcykPSGw 40 Lines Mode (37.83 sec)(163.34 tpm)] 0:44<br />
*Jono - [http://www.youtube.com/watch?v=Gad_9KhDYIE 40 Lines Mode (33.60 sec)(183.92 tpm)] 0:39<br />
*Jono - [http://www.youtube.com/watch?v=jbRC_sde2MQ Marathon Mode (54,400 LJ Score)(132.97 tpm)] 3:09<br />
*jujube - [http://www.youtube.com/watch?v=xaPRpOaTges 40 lines Mode (48.75 sec)(124.30 tpm)] 0:56<br />
*tepples - [http://www.youtube.com/watch?v=msCbiojqgD0 40 Lines Mode (273 sec) on dance pad] 4:59<br />
<br />
=== Lockjaw: The Overdose ===<br />
*tepples - [http://www.youtube.com/watch?v=4caZN5x0uEA Lockjaw: The Overdose 53900 pts in 3:00] 3:16<br />
*tepples - [http://www.youtube.com/watch?v=u34QgwXocD4 Lockjaw: The Overdose 16300 pts in 0:46] 1:02<br />
<br />
=== Quadra ===<br />
*Polly - [http://www.bofunk.com/video/3701/quick_quadra.html Multiplayer Quadra Compilation] 3:56<br />
<br />
== Tetromino art ==<br />
{{main|Tetromino art}}<br />
Secret Grades (sorted by member and upload date):<br />
*Arika (Uploaded by cyberguile) - [http://www.youtube.com/watch?v=NThKm7e-dxs Master Mode Secret Grade (GM)] (TGM3) 2:03<br />
*EDO - [http://www.youtube.com/watch?v=BCzPxpFkRto T.A.Death Secret Grade (S7)] (TGM2:TAP) 1:54<br />
*Kitaru - [http://www.youtube.com/watch?v=LLcyk4CeMRA TGM2 Master Secret Grade (S9)] (TGM2:TAP) 2:11<br />
*Kitaru - [http://www.youtube.com/watch?v=-KJHUDaZ5yw BlockBox Secret Grade (GM)] (BlockBox) 1:42<br />
*Kitaru - [http://www.youtube.com/watch?v=0SSdxLiHZkQ BlockBox Secret Grade (Again) (GM)] (BlockBox) 1:36<br />
*Kitaru - [http://www.youtube.com/watch?v=zK7dAMe_xkM Nullpomino SM2 TAS in 28.61s(GM)] (Nullpomino) 0:44<br />
*Kitaru - [http://www.youtube.com/watch?v=uBslVCTHNaM Secret Grade in 52s (GM)] (Tetris Friends) 0:52<br />
*Kitaru - [http://www.youtube.com/watch?v=K4A9HLgvPp8 TGM 3 Secret Grade (GM)] (TGM3:TI) 2:30<br />
*Shuey - [http://www.youtube.com/watch?v=yBrl2-f5vjI First Ever Perfect Build (GM+)] (Tetris Friends) 4:12<br />
*Shuey - [http://www.youtube.com/watch?v=jwTdGvwwVqg Another Perfect Build (GM+) (Nov 2010)] (Tetris Friends) 2:39<br />
*Shuey - [http://www.youtube.com/watch?v=qDSbw57EZ9M PSP Radical Mode (S7)] (PSP Tetris) 2:02<br />
*Shuey - [http://www.youtube.com/watch?v=GHPxvo2ovpg Ultra Mode Build in 1m23s! (GM+)] (Tetris Friends) 1:28<br />
*Shuey - [http://www.youtube.com/watch?v=HZTKFct2oMA No Holds (GM)] (Tetris Friends) 3:28<br />
*Shuey - [http://www.youtube.com/watch?v=BV-L5Klclrw Wii Tetris Party Big Mode (GM+)] (Wii Tetris Party) 1:52<br />
*Shuey - [http://www.youtube.com/watch?v=LXmtsY6RlqU Wii Tetris Party Big Mode No Holds (GM+)] (Wii Tetris Party) 2:33<br />
*Shuey - [http://www.youtube.com/watch?v=TbnP4ToqwnY High Speed Build (GM+)] (Tetris Friends) 4:49<br />
*Shuey - [http://www.youtube.com/watch?v=pKo_BhSYkoQ Nullpomino TGM3 (S8)] (Nullpomino) 2:46<br />
*Shuey - [http://www.youtube.com/watch?v=XFnWE_YYAMg Nullpomino TGM3 (Standard-Hard) (S9)] (Nullpomino) 2:08<br />
*Shuey - [http://www.youtube.com/watch?v=BQ0sObHR-VU Another Perfect Build (GM+) (Dec 2010)] (Tetris Friends) 1:27<br />
*Shuey - [http://www.youtube.com/watch?v=7aSVBnzl7Rg Nullpomino Retro Mastery (S8)] (Nullpomino) 1:26<br />
*Shuey - [http://www.youtube.com/watch?v=JUOz7orGPsY Sub 120 (GM+)] (Nullpomino) 1:20<br />
*Shuey - [http://www.youtube.com/watch?v=nCRFpMu9HtA NES Tetris (S8)] (NES Tetris) 4:06<br />
*Shuey - [http://www.youtube.com/watch?v=-_guyJU-62k Wii Tetris Party Max Speed Build (GM+)] (Wii Tetris Party) 1:55<br />
*Shuey - [http://www.youtube.com/watch?v=_SioFwBy3rI Big Mode Perfect Build (GM+)] (Nullpomino) 1:30<br />
*Shuey - [http://www.youtube.com/watch?v=9J7nh1bv7s4 Another Big Mode Perfect Build (GM+) (Mar 2012)] (Nullpomino) 1:10<br />
*Shuey - [http://www.youtube.com/watch?v=cXQ3bQddQ9M Another Perfect Build (GM+) (2013-05-29)] (Nullpomino) 2:13<br />
*Shuey - [http://www.youtube.com/watch?v=QceRfvbuCK8 Another Perfect Build (GM+) (2013-05-30)] (Nullpomino) 1:26<br />
*Shuey - [http://www.youtube.com/watch?v=3lnb0Rxit-k Opposite Direction Perfect Build (GM+)] (Nullpomino) 1:45<br />
*Shuey - [http://www.youtube.com/watch?v=F_q5siQuqTo Nullpomino TGM (S9)] (Nullpomino) 2:20<br />
<br />
Secret Grade Variations (sorted by member and upload date):<br />
*Shuey - [http://www.youtube.com/watch?v=DyIrEjKu3PI Double Helix (S8)] (Tetris Friends) 10:32<br />
*Shuey - [http://www.youtube.com/watch?v=sCFwSTKcx-M 2 Wide Flat (S8)] (Tetris Friends) 7:02<br />
*Shuey - [http://www.youtube.com/watch?v=BSSYgc4bDRY 2-2-2-2-2 (S8)] (Tetris Friends) 2:57<br />
*Shuey - [http://www.youtube.com/watch?v=n6VfHXwWWs4 3-4-3 (S5)] (Tetris Friends) 6:10<br />
*Shuey - [http://www.youtube.com/watch?v=ipacnvHar5Q 1-2-1-2-1-2-1 (S7)] (Tetris Friends) 3:21<br />
*Shuey - [http://www.youtube.com/watch?v=rp781Tzt578 2-2-2-2-2 Flat (GM)] (Tetris Friends) 4:28<br />
*Shuey - [http://www.youtube.com/watch?v=YFdQlV_2T7k 1-2-3-4 (S9)] (Tetris Friends) 6:55<br />
*Shuey - [http://www.youtube.com/watch?v=7N0w_7xhO8E 1-2-3-4 Flat (S6)] (Tetris Friends) 10:38<br />
*Shuey - [http://www.youtube.com/watch?v=DstT-O9sEJw 1-2-4-2-1 (GM)] (Tetris Friends) 4:16<br />
*Shuey - [http://www.youtube.com/watch?v=sJsaD3aer18 1-2-4-2-1 Flat (S9)] (Tetris Friends) 7:51<br />
*Shuey - [http://www.youtube.com/watch?v=0kkojKtfNX8 Parallel Double Line (S8)] (Tetris Friends) 6:20<br />
*Shuey - [http://www.youtube.com/watch?v=_QCHq7OoF_8 Inverse Build (Negative Secret Grade) (S4)] (Nullpomino) 15:06<br />
*Shuey - [http://www.youtube.com/watch?v=T5-CZ2N8ng8 4 Wide Flat (S7)] (Tetris Friends) 12:58<br />
*Shuey - [http://www.youtube.com/watch?v=xBt5FNphMso 1-4-1-4 (S9)] (Tetris Friends) 4:02<br />
*Shuey - [http://www.youtube.com/watch?v=_OnhHx2uoyA 2-3-3-2 (S9)] (Tetris Friends) 4:06<br />
*Shuey - [http://www.youtube.com/watch?v=2sZgTPRiqZY 3-2-2-3 (S8)] (Tetris Friends) 3:20<br />
*Shuey - [http://www.youtube.com/watch?v=aosga9UTINs 3-4-3 Flat (S9)] (Tetris Friends) 14:00<br />
*Shuey - [http://www.youtube.com/watch?v=g-Flr9S54dY 4-3-2-1-4-3-2-1 (GM)] (Tetris Friends) 4:39<br />
*Shuey - [http://www.youtube.com/watch?v=cvCdVl4lq4M T Pieces (v1) (S5)] (Tetris Friends) 2:56<br />
*Shuey - [http://www.youtube.com/watch?v=gmh8nwTiPsY T Pieces (v2) (S5)] (Tetris Friends) 5:14<br />
*Shuey - [http://www.youtube.com/watch?v=voCNWTATZwo Alternating S and Z Pieces (S8)] (Tetris Friends) 12:23<br />
*Shuey - [http://www.youtube.com/watch?v=eEReYZ8irow Big Mode Staircases (GM+)] (Nullpomino) 1:35<br />
*Shuey - [http://www.youtube.com/watch?v=tp6dpkpow7A Big Mode Inverses (S9)] (Nullpomino) 4:03<br />
*Shuey - [http://www.youtube.com/watch?v=TaAErCXutG0 Double Helix (GM)] (Nullpomino) 1:49<br />
*Shuey - [http://www.youtube.com/watch?v=pIT9JtbGmB4 Big Mode Double Helix (GM)] (Nullpomino) 1:47<br />
*Shuey - [http://www.youtube.com/watch?v=DikUkhcI_SQ 2 Wide Flat (Alternate) (GM)] (Nullpomino) 1:59<br />
*Shuey - [http://www.youtube.com/watch?v=lY5blWBeKps Big Mode Rainbow Stack] (Nullpomino) 7:32<br />
*Shuey - [http://www.youtube.com/watch?v=EKFAoyrm7a0 All T Pieces (10 Row "Box")] (Nullpomino) 5:10<br />
*Shuey - [http://www.youtube.com/watch?v=4yGEEEXlpnI Double Helix (GM+)] (Nullpomino) 5:33<br />
*Shuey - [http://www.youtube.com/watch?v=nTGGlsgDca8 Parallel Double Line (GM+)] (Nullpomino) 2:40<br />
*Shuey - [http://www.youtube.com/watch?v=UJdRs3b5AAg 1-4-1-4 (GM+)] (Nullpomino) 1:56<br />
*Shuey - [http://www.youtube.com/watch?v=thseE9O7vNw 5-5 (GM+)] (Nullpomino) 3:01<br />
*Shuey - [http://www.youtube.com/watch?v=evC_s2DOqDM 2-2-2-2-2 (GM+)] (Nullpomino) 1:38<br />
*Shuey - [http://www.youtube.com/watch?v=WBNf08hbnf8 Big Mode Inverses (GM+)] (Nullpomino) 2:33<br />
*Shuey - [http://www.youtube.com/watch?v=qrAR806XD0s Inverse Big X] (Nullpomino) 3:38<br />
*Shuey - [http://www.youtube.com/watch?v=1Rac3k17_Gs 1-2-1-2-1-2-1 (GM+)] (Nullpomino) 1:48<br />
*Shuey - [http://www.youtube.com/watch?v=g4DKr4T7pbE T Pieces (v3) (GM)] (Nullpomino) 2:37<br />
*Shuey - [http://www.youtube.com/watch?v=zYpQkXzdspo 2-2-2-2-2 Flat (GM)] (Nullpomino) 1:42<br />
*Shuey - [http://www.youtube.com/watch?v=FDPf9ikCgNE 3-4-3 (GM)] (Nullpomino) 2:06<br />
*Shuey - [http://www.youtube.com/watch?v=MR84pSCHduc 2 Wide Flat (GM+)] (Nullpomino) 1:41<br />
*Shuey - [http://www.youtube.com/watch?v=k84WVLI5ibA 1-2-1-2-1-2-1 Flat (GM)] (Nullpomino) 1:44<br />
*Shuey - [http://www.youtube.com/watch?v=wQcB61eruTg 1-2-4-2-1 (GM)] (Nullpomino) 1:36<br />
*Shuey - [http://www.youtube.com/watch?v=bdt-PJ3OZP8 1-2-4-2-1 Flat (GM)] (Nullpomino) 1:54<br />
*Shuey - [http://www.youtube.com/watch?v=K0D94Nuq4UU 1-2-3-4 (S9)] (Nullpomino) 1:33<br />
*Shuey - [http://www.youtube.com/watch?v=8W1n8Q_ghqo 1-2-3-4 Flat (GM)] (Nullpomino) 1:50<br />
*Shuey - [http://www.youtube.com/watch?v=e7iCjT52Eb4 4-3-2-1 (GM)] (Nullpomino) 1:17<br />
*Shuey - [http://www.youtube.com/watch?v=TJF-_NN1SCQ 1-8-1 (Hungry Snake) (GM)] (Nullpomino) 4:38<br />
*Shuey - [http://www.youtube.com/watch?v=W6g8PtG5CiM 4 Wide Flat (GM)] (Nullpomino) 4:04<br />
*Shuey - [http://www.youtube.com/watch?v=GftOJZPNvwI 3-4-3 Flat (GM+)] (Nullpomino) 2:02<br />
*Shuey - [http://www.youtube.com/watch?v=BnEPqAnuKd4 4-3-2-1-4-3-2-1 (GM+)] (Nullpomino) 1:33<br />
*Shuey - [http://www.youtube.com/watch?v=Rr9PDs85AzM T Pieces (v4) (GM+)] (Nullpomino) 1:34<br />
*Shuey - [http://www.youtube.com/watch?v=pMBW8vhJ2tE Alternating S and Z Pieces (GM)] (Nullpomino) 1:59<br />
*Shuey - [http://www.youtube.com/watch?v=zKTO9dnKB2Y 2-3-3-2 (GM+)] (Nullpomino) 1:40<br />
*Shuey - [http://www.youtube.com/watch?v=aMlabVphnPk 3-2-2-3 (GM)] (Nullpomino) 1:22<br />
<br />
Pattern Builds (sorted by member and upload date):<br />
*Blitz - [http://www.youtube.com/watch?v=YwP7P9r2Jsg Inverse/Negative Secret Grade (10 Rows, All T Pieces)] (Nullpomino) 5:46<br />
*Blitz - [http://www.youtube.com/watch?v=YLnXH2xhZnw T Piece Ception] (Nullpomino) 13:40<br />
*Blitz - [http://www.youtube.com/watch?v=bH_LvKnKrdo Chess] (Nullpomino) 3:18<br />
*Blitz - [http://www.youtube.com/watch?v=uDK25_CAJYQ Egyptian] (Nullpomino) 2:44<br />
*Blitz - [http://www.youtube.com/watch?v=mhnrekGXnYA Internet Explorer Icon] (Nullpomino) 6:06<br />
*Blitz - [http://www.youtube.com/watch?v=0R1m5fzuRNQ Pokemon] (Nullpomino) 6:20<br />
*Blitz - [http://www.youtube.com/watch?v=BIERv0AYYd4 King of Stackers Logo] (Nullpomino) 1:10<br />
*eRR0Rq - [http://www.youtube.com/watch?v=OWqk2_YcdB4 Lemming] (Dualtris) 1:38<br />
*eRR0Rq - [http://www.youtube.com/watch?v=T6IAtR_IeYc Hamtaro] (Nullpomino) 5:03<br />
*eRR0Rq - [http://www.youtube.com/watch?v=LIbvswp0hpE Rainbow Dash (My Little Pony)] (Nullpomino) 4:04<br />
*jujube - [http://youtube.com/watch?v=JyFD81gsgok All 6 Single Floaters] (Lockjaw) 1:29<br />
*Kevincentius - [http://www.youtube.com/watch?v=Y2Krk2MJ7SY Flying Stairs] (Tetris Friends) 1:13<br />
*Kevincentius - [http://www.youtube.com/watch?v=VThTbphORwQ Rainbow Pillar] (Tetris Friends) 1:17<br />
*Kevincentius - [http://www.youtube.com/watch?v=weG3r7mgmuY Big O] (Tetris Friends) 2:00<br />
*Kevincentius - [http://www.youtube.com/watch?v=9QtRr0TGBc4 Bix X] (Tetris Friends) 2:27<br />
*Kevincentius - [http://www.youtube.com/watch?v=dBwnwBN7x4I The Big Sign of Alay] (Tetris Friends) 1:47<br />
*Kevincentius - [http://www.youtube.com/watch?v=TGC2OHVNOY4 LF2] (Tetris Friends) 13:15<br />
*Kevincentius - [http://www.youtube.com/watch?v=CXG6VRxP6uc Checkerboard (7 Rows)] (Tetris Friends) 3:51<br />
*Kevincentius - [http://www.youtube.com/watch?v=UNAminB1SPg Snake] (Tetris Friends) 0:31<br />
*Kevincentius - [http://www.youtube.com/watch?v=1O__9tWbJqk Flying] (Tetris Friends) 1:10<br />
*Kevincentius - [http://www.youtube.com/watch?v=qjbwFN3rQBQ Minecraft Creeper] (Unknown) 1:14<br />
*Ninjin Desu - [http://www.youtube.com/watch?v=-g_me2ckorc Making a Sheen (Sword)] (Unknown) 0:53<br />
*Ninjin Desu - [http://www.youtube.com/watch?v=_SUVHpOelEk Stick Figure] (Unknown) 0:33<br />
*SAL - [http://www.youtube.com/watch?v=oK3HbHfkuQ4 Checkerboard (11 Rows)] (TGM2:TAP) 7:17<br />
*Shuey - [http://www.youtube.com/watch?v=ytGXkBW78XM Checkerboard (6 Rows)] (Tetris Friends) 14:56<br />
*Shuey - [http://www.youtube.com/watch?v=yW7eh1LvEPo PSP Tetris Alternating Half Lines (5 Rows)] (PSP Tetris) 2:04<br />
*Shuey - [http://www.youtube.com/watch?v=wn4sGxyCQ4A Heart (Tribute to Kitaru)] (Tetris Friends) 6:45<br />
*Shuey - [http://www.youtube.com/watch?v=iqhTdTB5PSo Full Square Inside Hollow Square] (Tetris Friends) 7:06<br />
*Shuey - [http://www.youtube.com/watch?v=QyvBB1sPfY8 Pac-Man (Incomplete)] (Tetris Friends) 13:59<br />
*Shuey - [http://www.youtube.com/watch?v=WYiJ9-pZQ_0 Question Mark (Incomplete)] (Tetris Friends) 14:59<br />
*Shuey - [http://www.youtube.com/watch?v=pGVc5zoKM4o Space Invader 1] (Tetris Friends) 13:13<br />
*Shuey - [http://www.youtube.com/watch?v=wF8KWzDxpqY Space Invader 2] (Tetris Friends) 10:22<br />
*Shuey - [http://www.youtube.com/watch?v=zYWo-YojO0k Space Invader 3] (Tetris Friends) 9:52<br />
*Shuey - [http://www.youtube.com/watch?v=D7ce52_Vu1E Center ZigZag (Zipper)] (Tetris Friends) 1:13<br />
*Shuey - [http://www.youtube.com/watch?v=3KpRojxd9HM 7 Main Pieces, Shuey Arrangement 01] (Tetris Friends) 10:22<br />
*Shuey - [http://www.youtube.com/watch?v=of3gSo8D96o 7 Main Pieces, Shuey Arrangement 02] (Tetris Friends) 5:21<br />
*Shuey - [http://www.youtube.com/watch?v=xcRZ2fAdPJk Floating Rainbow Blocks] (Nullpomino) 5:09<br />
*Shuey - [http://www.youtube.com/watch?v=MHas7E0s9gs Dollar Sign (Tha Skillz Ta Pay Tha Billz)] (Nullpomino) 22:45<br />
*Shuey - [http://www.youtube.com/watch?v=YTp1jtXPSe4 Rainbow Stack (v1)] (Nullpomino) 10:01<br />
*Shuey - [http://www.youtube.com/watch?v=aDwIgFqstPM Spiral] (Nullpomino) 7:51<br />
*Shuey - [http://www.youtube.com/watch?v=E-F2wt2EKig 5 Columns (16 Rows)] (Nullpomino) 3:33<br />
*Shuey - [http://www.youtube.com/watch?v=7iEz1UBOj90 Super Mario (Incomplete)] (Nullpomino) 2:19<br />
*Shuey - [http://www.youtube.com/watch?v=diI0u7EA7wA Mini Robot] (Tetris Friends) 2:51<br />
*Shuey - [http://www.youtube.com/watch?v=4VBmD388ys0 X in a Box] (Nullpomino) 3:42<br />
*Shuey - [http://www.youtube.com/watch?v=fuJiXqWsGZA Floating X] (Nullpomino) 8:52<br />
*Shuey - [http://www.youtube.com/watch?v=HAz5ADgoD0A Robot] (Tetris Friends) 6:03<br />
*Shuey - [http://www.youtube.com/watch?v=DL_kI5d8Buk Checkerboard (14 Rows)] (Nullpomino) 2:47<br />
*Shuey - [http://www.youtube.com/watch?v=MhUWSJe_CCM Double-Sized Checkerboard (16 Rows)] (Nullpomino) 2:44<br />
*Shuey - [http://www.youtube.com/watch?v=WPcHewQqGjQ Shuey (Incomplete)] (Nullpomino) 4:26<br />
*Shuey - [http://www.youtube.com/watch?v=9vT2fXzrPsI Positive & Negative Honeycombs] (Nullpomino) 5:16<br />
*Shuey - [http://www.youtube.com/watch?v=Wb179zDR7ZY Eye See You] (Tetris Friends) 2:59<br />
*Shuey - [http://www.youtube.com/watch?v=jO7LDxDScSE Triscuit Cracker] (Nullpomino) 1:07<br />
*Shuey - [http://www.youtube.com/watch?v=rQYQDz2epyU Secret Grade in a Floating Box] (Nullpomino) 2:03<br />
*Shuey - [http://www.youtube.com/watch?v=U4V2_zSZtRc Film Strip (v1)] (Tetris Friends) 0:52<br />
*Shuey - [http://www.youtube.com/watch?v=r5dYJOzC0dc Heart (Tribute to My Fans)] (Nullpomino) 3:27<br />
*Shuey - [http://www.youtube.com/watch?v=_tipJDjeKuY Luigi] (Nullpomino) 4:40<br />
*Shuey - [http://www.youtube.com/watch?v=y4tK82u45BE "It's Hip To Be Square"] (Tetris Friends) 2:07<br />
*Shuey - [http://www.youtube.com/watch?v=w0jr5jg5myE X and O] (Tetris Friends) 1:53<br />
*Shuey - [http://www.youtube.com/watch?v=AEt8VVQ38Bk Smiley Face] (Tetris Friends) 2:19<br />
*Shuey - [http://www.youtube.com/watch?v=bTFesxCQ1R4 Pac-Man Ghost] (Nullpomino) 1:41<br />
*Shuey - [http://www.youtube.com/watch?v=hKmiombTUZs Symmetrical Rainbow Object] (Tetris Friends) 9:09<br />
*Shuey - [http://www.youtube.com/watch?v=0ib75GCdTSs Berzerk Robot] (Tetris Friends) 10:31<br />
*Shuey - [http://www.youtube.com/watch?v=kukmXxEQUc4 Arrow] (Tetris Friends) 5:26<br />
*Shuey - [http://www.youtube.com/watch?v=0cMKxgt_cDY TGM2+ Fixed Garbage] (Tetris Friends) 1:25<br />
*Shuey - [http://www.youtube.com/watch?v=9KnmjH3a5ac Staggered Stack] (Tetris Friends) 7:44<br />
*Shuey - [http://www.youtube.com/watch?v=Ew7j0oK2Bds Pinwheel 01] (Tetris Friends) 2:35<br />
*Shuey - [http://www.youtube.com/watch?v=GpsmAkIbCsQ Puzzle Piece] (Tetris Friends) 12:35<br />
*Shuey - [http://www.youtube.com/watch?v=rnlrRfa6jQA Pinwheel 02] (Tetris Friends) 13:22<br />
*Shuey - [http://www.youtube.com/watch?v=6xwXhZUGTD0 Carbon Fiber] (Tetris Friends) 16:56<br />
*Shuey - [http://www.youtube.com/watch?v=r9qZl8gYrjw Optical Illusion] (Nullpomino) 7:00<br />
*Shuey - [http://www.youtube.com/watch?v=rMT1qlzSa_o Bullseye (Target)] (Tetris Friends) 21:32<br />
*Shuey - [http://www.youtube.com/watch?v=-c03RcK7Vlo Alien Eye] (Tetris Friends) 16:00<br />
*Shuey - [http://www.youtube.com/watch?v=rBM16RmCZ2A Donut] (Tetris Friends) 10:53<br />
*Shuey - [http://www.youtube.com/watch?v=qn4ssrkQF-Q Safety Buoy (Life Preserver)] (Tetris Friends) 7:30<br />
*Shuey - [http://www.youtube.com/watch?v=1VwWN0MC4qQ Squares Inside Squares] (Tetris Friends) 19:32<br />
*Shuey - [http://www.youtube.com/watch?v=b0f4IjZcjSw LA Dodgers Logo] (Tetris Friends) 12:34<br />
*Shuey - [http://www.youtube.com/watch?v=HVqTUJg5Apc Hard Drop Logo] (Tetris Friends) 24:10<br />
*Shuey - [http://www.youtube.com/watch?v=u7xXCO5bVAU Big Mode B2B TST on Standard Matrix (Incomplete)] (Tetris Friends) 12:58<br />
*Shuey - [http://www.youtube.com/watch?v=I8dTGZvhLFk Evil Laugh] (Tetris Friends) 7:41<br />
*Shuey - [http://www.youtube.com/watch?v=yVhGhjuiKBw House] (Tetris Friends) 4:48<br />
*Shuey - [http://www.youtube.com/watch?v=0-FW1z2TqZ0 Battle Roulette Logo] (Nullpomino) 0:37<br />
*Shuey - [http://www.youtube.com/watch?v=EHtvY9J1rVQ Tribute to ys23_aok] (Nullpomino) 3:37<br />
*Shuey - [http://www.youtube.com/watch?v=wcRxEyfYFB0 7 Piece Key] (Nullpomino) 2:30<br />
*Shuey - [http://www.youtube.com/watch?v=3rTGMz57ocE Yin Yang (v1)] (Nullpomino) 2:26<br />
*Shuey - [http://www.youtube.com/watch?v=usKqe61CTvQ Portal] (Nullpomino) 2:06<br />
*Shuey - [http://www.youtube.com/watch?v=9YSav9LrMYM Twin Embryos] (Nullpomino) 3:08<br />
*Shuey - [http://www.youtube.com/watch?v=6vbz1CKe20M Name Me 001] (Nullpomino) 2:40<br />
*Shuey - [http://www.youtube.com/watch?v=8-34rbU8nI0 Big Mode Wide Film Strip] (Nullpomino) 3:05<br />
*Shuey - [http://www.youtube.com/watch?v=B4sypfqoe5c Big Mode Narrow Film Strip] (Nullpomino) 2:11<br />
*Shuey - [http://www.youtube.com/watch?v=rUBaalflt60 Big Mode Center ZigZag] (Nullpomino) 1:40<br />
*Shuey - [http://www.youtube.com/watch?v=B_buHvlra5A Positive & Negative Staircase Stacks] (Nullpomino) 1:40<br />
*Shuey - [http://www.youtube.com/watch?v=MOJAMmYj6ZY I Love New York] (Nullpomino) 2:22<br />
*Shuey - [http://www.youtube.com/watch?v=vLW7qMQzcis Links] (Nullpomino) 1:38<br />
*Shuey - [http://www.youtube.com/watch?v=KycS7feaGOg Links (Inverse)] (Nullpomino) 2:57<br />
*Shuey - [http://www.youtube.com/watch?v=fyHqhEhJtrI Chain] (Nullpomino) 1:56<br />
*Shuey - [http://www.youtube.com/watch?v=0gD4ZiZzz0c Chain (Inverse)] (Nullpomino) 3:10<br />
*Shuey - [http://www.youtube.com/watch?v=PU3ltlL0a_w "Rotate Me 180"] (Nullpomino) 1:38<br />
*Shuey - [http://www.youtube.com/watch?v=tBhCzBNjTAw Donut Tower 01] (Nullpomino) 2:42<br />
*Shuey - [http://www.youtube.com/watch?v=qDz6JpYHIec Donut Tower 02] (Nullpomino) 4:10<br />
*Shuey - [http://www.youtube.com/watch?v=6iNpMcy6kN0 3D X] (Nullpomino) 3:09<br />
*Shuey - [http://www.youtube.com/watch?v=hI-6iK_TVzQ Waves] (Nullpomino) 1:34<br />
*Shuey - [http://www.youtube.com/watch?v=yh1YBljaSvY Snail] (Nullpomino) 2:00<br />
*Shuey - [http://www.youtube.com/watch?v=AYyCqMUb3Pc TTO2 (Tetris Tournament Online 2)] (Nullpomino) 1:03<br />
*Shuey - [http://www.youtube.com/watch?v=HXqtJ45pWb8 Alternating Half Lines (17 Rows)] (Nullpomino) 3:26<br />
*Shuey - [http://www.youtube.com/watch?v=R3x3YpobdZ4 Heart (Tribute to "The Creator")] (Nullpomino) 2:02<br />
*Shuey - [http://www.youtube.com/watch?v=nAha_QuS0oA Small Donuts with Towers] (Nullpomino) 2:57<br />
*Shuey - [http://www.youtube.com/watch?v=qaK1-HjMUu4 Large Donuts With Towers] (Nullpomino) 2:04<br />
*Shuey - [http://www.youtube.com/watch?v=AyEHCxBgNpU 7 Main Pieces, Shuey Arrangement 03] (Nullpomino) 2:17<br />
*Shuey - [http://www.youtube.com/watch?v=q6fOqTKilh8 Ripple] (Nullpomino) 1:54<br />
*Shuey - [http://www.youtube.com/watch?v=fstJPTkwp3E Alien Aggressor] (Nullpomino) 2:57<br />
*Shuey - [http://www.youtube.com/watch?v=VIncTTXZqco Waffle Maker] (Nullpomino) 2:11<br />
*Shuey - [http://www.youtube.com/watch?v=kio3bY81vP0 Butterfly Eyes] (Nullpomino) 2:06<br />
*Shuey - [http://www.youtube.com/watch?v=JUbvmyu81_g Rainbow Blast] (Nullpomino) 4:19<br />
*Shuey - [http://www.youtube.com/watch?v=t7Mc7xgA4KE Incan Tower] (Nullpomino) 2:05<br />
*Shuey - [http://www.youtube.com/watch?v=4kN7ANUjwd4 Skull & Crossbones] (Nullpomino) 2:34<br />
*Shuey - [http://www.youtube.com/watch?v=x6SDkX0Mv-4 Dragon Warrior Slime] (Nullpomino) 4:19<br />
*Shuey - [http://www.youtube.com/watch?v=7_BJCmmNIcs Leaf] (Nullpomino) 1:49<br />
*Shuey - [http://www.youtube.com/watch?v=UrWWSnY2ryU Donut Zipper Sandwich] (Nullpomino) 2:56<br />
*Shuey - [http://www.youtube.com/watch?v=EGbPFHbn26Q Yoshi] (Nullpomino) 2:44<br />
*Shuey - [http://www.youtube.com/watch?v=CKahNLTTW-o Iteration 001] (Nullpomino) 0:57<br />
*Shuey - [http://www.youtube.com/watch?v=fTeeqyQ-Z8Y Iteration 002] (Nullpomino) 1:57<br />
*Shuey - [http://www.youtube.com/watch?v=GLOLzjeodlI Iteration 003] (Nullpomino) 1:37<br />
*Shuey - [http://www.youtube.com/watch?v=yVShvL6IxXs Iteration 004] (Nullpomino) 3:53<br />
*Shuey - [http://www.youtube.com/watch?v=Is5CZsGCf2E Horrified!] (Nullpomino) 3:06<br />
*Shuey - [http://www.youtube.com/watch?v=cn5rlFTVMrM Christmas X's] (Nullpomino) 3:49<br />
*Shuey - [http://www.youtube.com/watch?v=6emcyPIXdk4 Green Lantern] (Nullpomino) 2:41<br />
*Shuey - [http://www.youtube.com/watch?v=LoTjbnTRLYw Insane L-Spin Setup (Failed)] (Nullpomino) 2:45<br />
*Shuey - [http://www.youtube.com/watch?v=IFuPJ_DgCIU Egyptian Spider] (Nullpomino) 2:17<br />
*Shuey - [http://www.youtube.com/watch?v=6OxA0sjRNqs Rainbow Robot] (Nullpomino) 6:01<br />
*Shuey - [http://www.youtube.com/watch?v=bKHmKiu4J2o Dollar Sign (Bling)] (Nullpomino) 3:02<br />
*Shuey - [http://www.youtube.com/watch?v=OOi-wvMcwS8 Mega Man (Rockman)] (Nullpomino) 4:16<br />
*Shuey - [http://www.youtube.com/watch?v=tYNlDEuALiU Guitar] (Nullpomino) 3:08<br />
*Shuey - [http://www.youtube.com/watch?v=paT-wc79AIs Film Strip (v2) (Inverse)] (Nullpomino) 2:21<br />
*Shuey - [http://www.youtube.com/watch?v=V-GcLZ3zkRw Maze] (Nullpomino) 2:22<br />
*Shuey - [http://www.youtube.com/watch?v=pcupQmvrMEA Spelunker (Caves)] (Nullpomino) 3:02<br />
*Shuey - [http://www.youtube.com/watch?v=Bl-fihrDCqU Fireworks Explosion] (Nullpomino) 8:09<br />
*Shuey - [http://www.youtube.com/watch?v=O5d_T-fJCIg Link Obtaining a Piece of the Triforce] (Nullpomino) 5:27<br />
*Shuey - [http://www.youtube.com/watch?v=0xjGCQP5kR0 Rainbow Pixel Muncher] (Nullpomino) 6:56<br />
*Shuey - [http://www.youtube.com/watch?v=2bHFiJ1rCTs Short Rectangle] (Nullpomino) 2:36<br />
*Shuey - [http://www.youtube.com/watch?v=m35RU7SmHns Thin Lightning Bolt] (Nullpomino) 2:10<br />
*Shuey - [http://www.youtube.com/watch?v=B7_nBYB94jY Samus Aran Logo (Metroid Screw Attack)] (Nullpomino) 6:48<br />
*Shuey - [http://www.youtube.com/watch?v=sO05xN1pcNA Coke Bottle Glasses] (Nullpomino) 2:48<br />
*Shuey - [http://www.youtube.com/watch?v=WgRd14G-NOQ Hourglass] (Nullpomino) 1:51<br />
*Shuey - [http://www.youtube.com/watch?v=MC9_MpPZxGM Coke Bottle Glasses (Inverse)] (Nullpomino) 3:11<br />
*Shuey - [http://www.youtube.com/watch?v=H5c65iuf1QU Microsoft Windows Logo] (Nullpomino) 4:23<br />
*Shuey - [http://www.youtube.com/watch?v=1KpgFI-yeZ8 Twitter Logo] (Nullpomino) 4:22<br />
*Shuey - [http://www.youtube.com/watch?v=637y1WD8QKk Butterfly] (Nullpomino) 3:55<br />
*Shuey - [http://www.youtube.com/watch?v=N8_ux-5LIJk Origami Rainbow Butterfly] (Nullpomino) 5:19<br />
*Shuey - [http://www.youtube.com/watch?v=xbCgN9o83pg Nitrome's Cuboy] (Nullpomino) 2:31<br />
*Shuey - [http://www.youtube.com/watch?v=-yABfiksCQw Gangnam Style (8-bit Remix)] (Nullpomino) 4:24<br />
*Shuey - [http://www.youtube.com/watch?v=wAtITWo2nqY Tribute to Louie Skouie] (Nullpomino) 1:15<br />
*Shuey - [http://www.youtube.com/watch?v=0nTRgbDZ7RI Pentominoes (8x8 Box, v1)] (Nullpomino) 4:18<br />
*Shuey - [http://www.youtube.com/watch?v=o45rHW8WNOU Pentominoes (8x8 Box, v2)] (Nullpomino) 3:29<br />
*Shuey - [http://www.youtube.com/watch?v=Ri-L7d2wGgE 7 Main Pieces, Shuey Arrangement 04 (Atari Colors, Big Mode Style)] (Nullpomino) 4:06<br />
*Shuey - [http://www.youtube.com/watch?v=qnw9_6OhdDw 5 Staged Perfect Clears] (Nullpomino) 0:44<br />
*Shuey - [http://www.youtube.com/watch?v=NnsOFiLRv-4 Center Snake] (Nullpomino) 1:25<br />
*Shuey - [http://www.youtube.com/watch?v=Vw8sCQfU7EM Circuits (Live Wire)] (Nullpomino) 4:58<br />
*Shuey - [http://www.youtube.com/watch?v=KjXGAHhiUPM Positive & Negative Radio Heads] (Nullpomino) 3:34<br />
*Shuey - [http://www.youtube.com/watch?v=QyS9ydXaflk Big I Piece] (Nullpomino) 3:21<br />
*Shuey - [http://www.youtube.com/watch?v=j0JQPR73dV4 Male Reproductive Organ] (Nullpomino) 5:07<br />
*Shuey - [http://www.youtube.com/watch?v=AFyVPq2_92I Tornado] (Nullpomino) 1:19<br />
*Shuey - [http://www.youtube.com/watch?v=5NMem9F89zI Google+ Logo] (Nullpomino) 5:05<br />
*Shuey - [http://www.youtube.com/watch?v=ioMxTndGqyk Four Sets of Seven] (Nullpomino) 3:59<br />
*Shuey - [http://www.youtube.com/watch?v=NJh01eSCrrM American Flag (Independence Day)] (Nullpomino) 1:44<br />
*Shuey - [http://www.youtube.com/watch?v=mxRBskTTmkQ Big Mode Alternating S and Z] (Nullpomino) 1:07<br />
*Shuey - [http://www.youtube.com/watch?v=sDjrPsVZHrc 6 x 20 Stack (No Line Clears)] (Nullpomino) 0:57<br />
*Shuey - [http://www.youtube.com/watch?v=0ObgZGaH1jQ 4 x 20 Stack (No Line Clears)] (Nullpomino) 0:59<br />
*Shuey - [http://www.youtube.com/watch?v=6ELtcNyq1_s Nintendo Game Boy (Tribute to Gunpei Yokoi)] (Nullpomino) 4:05<br />
*Shuey - [http://www.youtube.com/watch?v=V91hUkZHZYI Rainbow Stack (v2)] (Nullpomino) 2:57<br />
*Shuey - [http://www.youtube.com/watch?v=HF2y85jl1A4 Big Mode Vertical Lines (1st: Left / 2nd: Center)] (Nullpomino) 3:50<br />
*Shuey - [http://www.youtube.com/watch?v=QfjlPlejtfk Vertical Line (Tribute to TokusIN)] (Nullpomino) 1:05<br />
*Shuey - [http://www.youtube.com/watch?v=14ND3LfDlEk Monoliths (Space Odyssey Tribute)] (Nullpomino) 1:36<br />
*Shuey - [http://www.youtube.com/watch?v=uV0Pvf3bjeU Apple Logo] (Nullpomino) 1:19<br />
*Shuey - [http://www.youtube.com/watch?v=q1z8duxsIEg Name Me 002] (Nullpomino) 4:09<br />
*Shuey - [http://www.youtube.com/watch?v=esSWd-wVuv8 Pac-Man] (Nullpomino) 1:33<br />
*Shuey - [http://www.youtube.com/watch?v=PIgIaBCAXME Space Invader 1 (Inverse)] (Nullpomino) 2:04<br />
*Shuey - [http://www.youtube.com/watch?v=4fSqmP2zDZo Space Invader 2 (Inverse)] (Nullpomino) 2:24<br />
*Shuey - [http://www.youtube.com/watch?v=5mAMEZp0_i0 Question Mark] (Nullpomino) 2:00<br />
*Shuey - [http://www.youtube.com/watch?v=Nk9KO9AKD74 L-Spin Setup] (Nullpomino) 2:16<br />
*Shuey - [http://www.youtube.com/watch?v=w-UYR7o1Up0 Dream Weaver] (Nullpomino) 3:27<br />
*Shuey - [http://www.youtube.com/watch?v=-0a-2NTg1UE Yin Yang (v2)] (Nullpomino) 1:44<br />
*Shuey - [http://www.youtube.com/watch?v=CisWpOb-m0E Black Hole] (Nullpomino) 2:59<br />
*Shuey - [http://www.youtube.com/watch?v=h9CXHVUuGWY Tower] (Nullpomino) 3:05<br />
*Shuey - [http://www.youtube.com/watch?v=F-Q_57NKz3U Some Weird Bird] (Nullpomino) 4:01<br />
*Shuey - [http://www.youtube.com/watch?v=3YotmW8IBok Big Mode B2B TST Setup on Standard Matrix] (Nullpomino) 1:57<br />
*Shuey - [http://www.youtube.com/watch?v=y-4lkq0WJSE Film Strip (v2)] (Nullpomino) 2:06<br />
*TokusiN - [http://www.youtube.com/watch?v=k3xSoET0FUk Big X] (Tetris DS) 5:05<br />
*TokusiN - [http://www.youtube.com/watch?v=ANj2l3H8H2o Big Rainbow X (Half Complete)] (Tetris DS) 9:11<br />
*TokusiN - [http://www.youtube.com/watch?v=N4mo3labRXY Vertical Line] (Tetris DS) 2:36<br />
<br />
== Etc. ==<br />
*The Tetrix (A parody of a shot from ''The Matrix'', time bullet in the subway. Characters are totally "squared") [http://www.youtube.com/watch?v=jZorOWzNl3E The Tetrix] 1:10<br />
*[http://www.youtube.com/watch?v=iBIWQjgwk1M Uwe Boll's Tetris] 0:52<br />
*[http://youtube.com/watch?v=G-Cjojp7ejU Tetris is addictive] 0:43<br />
*[http://www.youtube.com/watch?v=qwyxaiIYv7Q&mode=related&search= Mario Paint Tetris Theme] 0:26<br />
*[http://www.youtube.com/watch?v=xYHPZgq_Kgo Tetris Theme played on a solid state musical tesla coil] 1:58<br />
*[http://www.youtube.com/watch?v=helswqzTlX4 Irate Gamer Show - a old school game reviewer fell under Tetris addiction] 9:54<br />
*[http://www.youtube.com/watch?v=hRAVxKA3JbQ Latest Version of Tetris (with subtitles)] 4:12 (Japanese comedy skit by comedian Tomonori Jinnai)<br />
*# Individual tetrominoes flash and disappear as soon as they land.<br />
*# Only 10-block I pieces fall. Each is naturally self-clearing.<br />
*# Three tetrominoes are active at any given time. Quick top-out. (Parodies 20G modes of [[TGM series]]?)<br />
*# 30w x 60h field, with smaller tetrominoes.<br />
*# Normal field. Player makes bravo in 5 pieces, but it doesn't clear out completely: an irregularly shaped sliver of size 4x1 remains at the lower right corner. An I tetromino with the complement to the sliver's shape is placed on top of it. Player builds a 4-row rectum normally, but the I tetromino that would [[Line clear#Tetris|complete 4 lines]] falls through the floor instead. Then the pieces in the playfield (including the irregular ones) float to the ceiling under reverse [[Line clear#Cascade|cascade gravity]].<br />
*# Normal field. Player builds a 4-row rectum normally. A curved bean pod, slightly larger than a J tetromino, appears and drops. A [[Puyo Pop]] domino appears, each of its blocks the size of an O tetromino, and drops. A slightly too wide I tetromino appears, is moved and rotated into place, drops, and locks resting across the rectum.<br />
*# Field contains a mushroom the size of an O tetromino. A small Mario the size of an O tetromino appears, lands on the mushroom, becomes Super, and grows too big for the field. Mario dies.<br />
*# Icons representing rooms of a house fall into the field. Disproportionately many are toilet rooms. Once the field is full, "Monthly rent: 60,000 yen" (about 500 USD) appears.<br />
*Jin also did [http://www.youtube.com/watch?v=hTr_iQ6svUo&feature=related a skit about ''Puyo Pop''] (5:30), following much the same lines:<br />
*# [[Puyo Pop|Puyos]] destroy themselves automatically without being joined.<br />
*# Only red Puyos come.<br />
*# Far more than the standard three to five colors come out.<br />
*# After a few Puyos enter, a domino of two huge Puyos (each 6 cells wide and 5 high) falls in and crushes the setup.<br />
*# After a 4 chain, all Puyos are clear except two yellow Puyos. The remaining Puyos join to the walls of the playfield and clear them. An overblown [[Glossary#B|bravo]] animation clears out the status bar.<br />
*# While the player is waiting for a green Puyo, a bunch of unrelated things come out: a domino of 2 King Niko-chan from the anime series ''Dr. Slump'', a domino of 2 Fuji Television mascot Babo-chan, and a T [[tetromino]] from ''Tetris''. The tetromino lands, and all pieces clear.<br />
*# Vs. CPU with garbage: The player makes a 2 chain of 4 combos, and it sends 6 garbage blocks to the CPU. The CPU makes a 2 chain of 4 combos, and it sends a full screen of 72 garbage blocks to the player.<br />
*# Vs. CPU with garbage: The player sends a layer of 6 garbage, but it ends up in the CPU's field as smaller 1-cell Babo-chan. The player makes a bravo and sends another layer of garbage, but the Babo-chan blocks bounce it over to the player's field.<br />
*# Vs. CPU with garbage: The CPU makes a modest chain (4, 4+4, 5), and the garbage ends up as foam boulders dumped on top of the player sitting on his couch.<br />
<br />
== Video Table (Work in Progress) ==<br />
{|class="wikitable sortable" border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:left"<br />
!Date!!Video Name!!Uploader!!Time!!Game!!Game Type!!Category!!Type!!Description<br />
|-<br />
|2008-03-30||[http://www.youtube.com/watch?v=q1Eoo-JklBA World's most awesome and fast and perfect tetris player]||wolfsbro2||01:12||[[Tetris (NES, Nintendo)]]||Classic||Gameplay||B-Type||zomg<br />
|-<br />
|2007-01-01||[http://www.ifilm.com/video/2810051 Nintendo GameBoy Commercial]||Funny-TV-Commercials||00:37||[[Tetris (Game Boy)]]||Classic||Commercial||Funny||<br />
|-<br />
|2006-01-16||[http://www.ifilm.com/video/2688762 Tetris Commercial]||kingshit||00:32||[[Tetris (NES, Nintendo)]]||Classic||Commercial||Funny||<br />
|-<br />
|2006-07-28||[http://www.youtube.com/watch?v=qfy4h_6xAFY Tetris Electronica 60 (from Tetris Worlds)] ||kotetsu213||01:14||[[Tetris Worlds]]||Classic||Gameplay||Solo||<br />
|-<br />
|2006-03-13||[http://www.youtube.com/watch?v=keeSEJG4XzU&mode=related&search= Game Boy Tetris - 999,999 points]||Spectre255 ||32:32||[[Tetris (Game Boy)]]||Classic||Gameplay||A-Type||<br />
|-<br />
|2006-03-13||[http://www.youtube.com/watch?v=ixlj8mqVUXo Tetris - B-Type / Level 9 Heart / High 5 clear]||TripleLei||01:25||[[Tetris (Game Boy)]]||Classic||Gameplay||B-Type||<br />
|-<br />
|2006-11-11||[http://youtube.com/watch?v=qYDPMHkHh8s NES Tetris - 999,999 ]||t2048||09:10||[[Tetris (NES, Nintendo)]]||Classic||Gameplay||A-Type||<br />
|-<br />
|2007-04-05||[http://www.youtube.com/watch?v=FjaRPjgVLU0 Konami Code in Tengen's Tet&#1103;is]||tepples||00:43||[[Tetris (NES, Tengen)]]||Classic||Gameplay||Secret||<br />
|-<br />
|2007-01-13||[http://www.youtube.com/watch?v=kwR27SsnkgY Me playing Tetris]||aznpikachu215||06:38||[[Tetris (Sega)]]||Classic||Gameplay||Solo||<br />
|-<br />
|2006-01-23||[http://www.youtube.com/watch?v=IMDPyQV-r_U Tetris S (SEGA Saturn)]||kikko||01:52||[[Tetris S]]||Classic||Gameplay||Solo||<br />
|-<br />
|2007-03-03||[http://www.youtube.com/watch?v=mxl3-fFuvqA Tetris Plus for the Arcade (one credit)]||SeventhSun||17:51||[[Tetris Plus]]||Classic||Gameplay||Puzzle||<br />
|-<br />
|2006-12-18||[http://www.youtube.com/watch?v=wOiQmQWADQM Tetris Plus]||Citry1||03:18||[[Tetris Plus]]||Classic||Gameplay||Solo||<br />
|-<br />
|2007-03-12||[http://www.youtube.com/watch?v=KphL8NXAvp0 Sega Ages: Tetris New Century 40-line (59.1s, 58.4s)]||sqr4453||02:41||[[Sega Ages 2500 Series Vol.28 Tetris Collection|Sega Ages 2500 Series]]<br/>[[Sega Ages 2500 Series Vol.28 Tetris Collection|Vol.28 Tetris Collection]]||Guideline||Gameplay||40 Lines||<br />
|-<br />
|2006-03-13||[http://www.youtube.com/watch?v=jH1dQrxjFCw Tetris DX - 40 Lines / Level 9 / High 5 clear (1:15)]||TripleLei||01:21||[[Tetris DX]]||TTC||Gameplay||40 Lines||<br />
|-<br />
|2006-03-13||[http://www.youtube.com/watch?v=eR4Ir4g-C1k Tetris DX - 40 Lines / Level 9 / High 5 clear (1:20)]||TripleLei||01:26||[[Tetris DX]]||TTC||Gameplay||40 Lines||<br />
|-<br />
|2006-11-15||[http://www.youtube.com/watch?v=ENObKRhRzM8 The New Tetris / Tetris 64 Sprint High Score]||CapitalIron||03:37||[[The New Tetris]]||TTC||Gameplay||Sprint||<br />
|-<br />
|2006-09-21||[http://www.youtube.com/watch?v=1Pt14WeM8wE The New Tetris TAFREE (Versus)(ノッキュ)]||JohtoKen||00:54||[[The New Tetris]]||TTC||TAS||Versus(2)||<br />
|-<br />
|2006-09-22||[http://www.youtube.com/watch?v=99hiPn7DPCc The New Tetris TAFREE (Sprint)(ノッキュ)]||JohtoKen||03:12||[[The New Tetris]]||TTC||TAS||Sprint||<br />
|-<br />
|2006-12-06||[http://www.youtube.com/watch?v=VTJza-UuOb4 Leon House playing Tetris Worlds]||leonhouse||08:04||[[Tetris Worlds]]||Guideline||Gameplay||Solo||<br />
|-<br />
|2006-05-16||[http://video.google.com/videoplay?docid=6868672312153408262 Tetris Deluxe Speed Run]||caffeine||00:43||[[Tetris Deluxe]]||Guideline||Gameplay||40 Lines||<br />
|-<br />
|2006-04-04||[http://video.google.com/videoplay?docid=-7430146486201259305 Tetris Elements Speed Run]||caffeine||00:44||[[Tetris Elements]]||Guideline||Gameplay||40 Lines||<br />
|-<br />
|2006-04-04||[http://video.google.com/videoplay?docid=-8945614971471418773 Tetris DS Back to Back T-Spin Triples]||caffeinatedtetris||00:42||[[Tetris DS]]||Guideline||Demo||T-Spin||<br />
|-<br />
|2006-10-20||[http://www.youtube.com/watch?v=bCZPLDxMINI Tetris DS marathon speed run]||caffeinatedtetris||05:47||[[Tetris DS]]||Guideline||Gameplay||Marathon||<br />
|-<br />
|2007-01-28||[http://www.youtube.com/watch?v=DTFUOk9nmhs TDS Multiplayer - caffeine vs. TGM-ARIKA]||DigitalDevil248||00:55||[[Tetris DS]]||Guideline||Gameplay||Versus(2)||<br />
|-<br />
|2007-02-14||[http://www.youtube.com/watch?v=khpax9Aclps TDS Multiplayer: DIGITAL vs. Triple Lei]||DigitalDevil248||09:25||[[Tetris DS]]||Guideline||Tournament||Versus(2)||<br />
|-<br />
|2007-03-01||[http://www.youtube.com/watch?v=xX1jgH-spnk Tetris DS]||hitokag||01:23||[[Tetris DS]]||Guideline||Gameplay||Versus(2)||hitokage vs. CPU5<br />
|-<br />
|2006-08-17||[http://www.youtube.com/watch?v=jUM60UK4BL4 Tetris DS wifipush]||hitokag||00:28||[[Tetris DS]]||Guideline||Gameplay||Push(2)||<br />
|-<br />
|2007-03-05||[http://www.youtube.com/watch?v=qAmVp2yhuME Tetris DS CHARLY/MEX reverse b2b T-spin triples]||jujube4000||00:32||[[Tetris DS]]||Guideline||Gameplay||Funny||Played by CHARLY/MEX<br />
|-<br />
|2007-03-09||[http://www.youtube.com/watch?v=AcW_XGdyGo0 Tetris DS jujube vs. DIGITAL TC]||jujube4000||02:06||[[Tetris DS]]||Guideline||Gameplay||Versus(2)||<br />
|-<br />
|2007-02-28||[http://www.youtube.com/watch?v=xb8ZeRUzh0c Tetris DS jujube vs Rosti LFC w/ Ozma's Korobeiniki]||jujube4000||02:36||[[Tetris DS]]||Guideline||Tournament||Versus(2)||<br />
|-<br />
|2007-06-19||[http://youtube.com/watch?v=88jkXnS4VvI Tetris DS jujube vs. G-Fish june 17, 07]||jujube4000||09:33||[[Tetris DS]]||Guideline||Gameplay||Versus(2)||<br />
|-<br />
|2007-06-19||[http://youtube.com/watch?v=aHQJiv1NWAQ Tetris DS Bowser-beater 4000]||jujube4000||08:26||[[Tetris DS]]||Guideline||Gameplay||Versus(2)||<br />
|-<br />
|2007-05-19||[http://www.youtube.com/watch?v=61UuB2zqER0 friend 4p match without items]||snowmazinger||01:52||[[Tetris DS]]||Guideline||Gameplay||Versus(4)||Part 1: MAZINGER Z, NOAH, as7, THC<br />
|-<br />
|2007-05-17||[http://www.youtube.com/watch?v=ODGn2iaYVxw t spin combo]||snowmazinger||00:33||[[Tetris DS]]||Guideline||Demo||T-Spin||<br />
|-<br />
|2007-05-09||[http://www.youtube.com/watch?v=aXjUKgCEnKI 4p game without items]||snowmazinger||04:32||[[Tetris DS]]||Guideline||Gameplay||Versus(4)||Part 2: MAZINGER Z, NOAH, as7, THC<br />
|-<br />
|2007-05-19||[http://www.youtube.com/watch?v=M6A20aswk-U friend 4p game without item p3]||snowmazinger||02:31||[[Tetris DS]]||Guideline||Gameplay||Versus(4)||MAZINGER Z, as7, B-hiro, Tsubo<br />
|-<br />
|2007-05-19||[http://www.youtube.com/watch?v=97a22Vl3fQQ 4p game without item p4]||snowmazinger||02:04||[[Tetris DS]]||Guideline||Gameplay||Versus(4)||MAZINGER Z, Tsubo, THC, B-hiro<br />
|-<br />
|2007-05-19||[http://www.youtube.com/watch?v=6Le3pEDIk7o 4p game without items last rounds]||snowmazinger||00:57||[[Tetris DS]]||Guideline||Gameplay||Versus(4)||MAZINGER Z, THC, as7, unknown<br />
|-<br />
|2006-05-08||[http://www.youtube.com/watch?v=uWc2qRXVG20 テトリスDSで対戦]||miharasan||00:35||[[Tetris DS]]||Guideline||Gameplay||Versus(2)||Jin8, Mihara <br />
|-<br />
|2006-08-15||[http://media.putfile.com/TGM-HOLiC-Video Multiplayer Top Player TGM-HOLiC]||Rosti LFC||00:42||[[Tetris DS]]||Guideline||Gameplay||Versus(4)||Jin8/HOLiC is the left player<br />
|-<br />
|2007-02-12||[http://www.youtube.com/watch?v=DlIuWqIb59U 8000 rated players in a 2ch tournament part 1]||siki7764||02:59||[[Tetris DS]]||Guideline||Gameplay||Versus(2)||tsubo, Samaf<br />
|-<br />
|2007-03-10||[http://www.youtube.com/watch?v=EfexJTgh3fY 8000 rated players in a 2ch tournament part 2]||siki7764||00:34||[[Tetris DS]]||Guideline||Gameplay||Versus(2)||Samaf, as7<br />
|-<br />
|2007-05-05||[http://www.youtube.com/watch?v=_w-MYyfEqJw SINY vs TDS Hacker]||SINYsan||01:45||[[Tetris DS]]||Guideline||Gameplay||Versus(2)||<br />
|-<br />
|2006-06-21||[http://www.youtube.com/watch?v=NkgCXXV99QU Crazy T-spin triple/Tetris art]||syuukou||00:14||[[Tetris DS]]||Guideline||Demo||Super Twist||<br />
|-<br />
|2006-11-11||[http://www.youtube.com/watch?v=rTJhUAwD8Bo I-Spin]||TokusiN||01:19||[[Tetris DS]]||Guideline||Demo||Super Twist||<br />
|-<br />
|2006-10-15||[http://www.youtube.com/watch?v=Qm-ryMNRvCY Line Clear Mode (Level 20 Height 3)(529,000 Score)]||TokusiN||04:15||[[Tetris DS]]||Guideline||Gameplay||Line Clear||<br />
|-<br />
|2006-11-04||[http://www.youtube.com/watch?v=sHDRmRP5pMo Line Clear Mode (Level 20 Height 5)]||TokusiN||01:10||[[Tetris DS]]||Guideline||Gamplay||Line Clear||<br />
|-<br />
|2007-03-10||[http://www.youtube.com/watch?v=Ztdug2OZEZg Triple Lei vs. jujube]||TripleLei||24:08||[[Tetris DS]]||Guideline||Gameplay||Versus(2)||<br />
|-<br />
|2007-02-03||[http://www.youtube.com/watch?v=txaipN6c5Bw Prophecy T-Spin Setups]||TripleLei||04:51||[[Tetris DS]]||Guideline||Demo||T-Spins||<br />
|-<br />
|2006-11-25||[http://www.youtube.com/watch?v=EHFN68uRZ_A Push Mode (I'm really bad at it)]||TripleLei||14:48||[[Tetris DS]]||Guideline||Gameplay||Push||Triple Lei, unknown<br />
|-<br />
|2007-01-12||[http://www.youtube.com/watch?v=U2rmBp4DokE T-Spin Setups]||TripleLei||05:59||[[Tetris DS]]||Guideline||Demo||T-Spins||<br />
|-<br />
|2006-12-15||[http://www.youtube.com/watch?v=_MaonwqKzA4 Totally Stolen Strats, Vol. 1]||TripleLei||27:52||[[Tetris DS]]||Guideline||Gameplay||Versus(2)||Various opponents<br />
|-<br />
|2006-12-29||[http://www.youtube.com/watch?v=Ll6hZPnfAhk Totally Stolen Strats, Vol. 2]||TripleLei||32:15||[[Tetris DS]]||Guideline||Gameplay||Versus(2)||Triple Lei vs TKI<br />
|-<br />
|2007-06-11||[http://www.youtube.com/watch?v=Wexd5eP1mBE Totally Stolen Strats, Vol. 3]||TripleLei||34:56||[[Tetris DS]]||Guideline||Gameplay||Versus(2)||Truple Lei vs snark<br />
|-<br />
|2007-03-02||[http://www.youtube.com/watch?v=-aH9kKMr64A 20x9 stack in 18.61s with SZ start]||tyatyatyatyatya||00:28||[[Tetris DS]]||Guideline||Gameplay||Speedrun||<br />
|-<br />
|2006-12-09||[http://www.youtube.com/watch?v=uWytBPnGmjk ST stacking in Tetris DS]||zemus33||01:15||[[Tetris DS]]||Guideline||Demo||T-Spins||<br />
|-<br />
|2006-11-25||[http://www.youtube.com/watch?v=3Ht-Wg3grGI Tetris DS Tspin Triple Setup]||zemus33||01:34||[[Tetris DS]]||Guideline||Demo||T-Spins||<br />
|-<br />
|2007-06-29||[http://www.youtube.com/watch?v=SiK0OK8DP-Y TKI setup with TST kicker]||zemus33||02:38||[[Tetris DS]]||Guideline||Demo||T-Spins||<br />
|-<br />
|2006-05-16||[http://www.youtube.com/watch?v=jOT5WuWt748 Touch Tower Mode (11 Line Chain)]||Webby1979||00:10||[[Tetris DS]]||Guideline||Gameplay||Touch Mode||Player is X-Perts<br />
|-<br />
||||||||||||||||||<br />
|-<br />
|||||||||||||||||<br />
|-<br />
|||||||||||||||||<br />
|-class="sortbottom"<br />
!Date!!Video Name!!Uploader!!Time!!Game!!Game Type!!Category!!Type!!Description<br />
|}<br />
<br />
==Workspace Split==<br />
{|class="wikitable sortable" border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:left"<br />
!Date!!Video Name!!Uploader!!Time!!Game!!Game Type!!Category!!Type!!Description<br />
|-<br />
|2007-03-04||[http://www.youtube.com/watch?v=wOFM8N74DYY Cultris!]||gigoloz||00:54||[[Cultris]]||Fan Game||Gameplay||Versus(4)||<br />
|-<br />
|2007-07-26||[http://www.youtube.com/watch?v=L2-0ZAg-bf4 Cultris - Single]||gigoloz||01:59||[[Cultris]]||Fan Game||Gameplay||Solo||<br />
|-<br />
|2006-02-10||<del>[http://www.youtube.com/watch?v=HDJQP1xg5EY Heboris DEVIL 76,750]</del>||horaguchi||03:31||[[Heboris]]||Fan Game||Gameplay||Devil||<br />
|-<br />
|2006-11-11||<del>[http://www.youtube.com/watch?v=HDJQP1xg5EY Heboris - Devil - lvl485 - 4'41"55]</del>||Burbruee||05:52||[[Heboris UE]]||Fan Game||Gameplay||Devil||<br />
|-<br />
|2007-11-26||<del>[http://www.youtube.com/watch?v=HDJQP1xg5EY Heboris U.E. DOOM Ti-World Level 862]</del>||jujube4000||05:45||[[Heboris UE]]||Fan Game||Gameplay||DOOM||<br />
|-<br />
|2007-11-17||<del>[http://www.youtube.com/watch?v=HDJQP1xg5EY Heboris - 20G G4 999 MV (Ti-World)]</del>||DigitalDevil248||07:38||[[Heboris UE]]||Fan Game||Gameplay||20G #G4||<br />
|-<br />
|2006-12-09||[http://www.youtube.com/watch?v=4yW-rNodoAY NYET 3D The Revenge of the Mutant Stones level: diamonds]||hercion||01:13||[[NYET 3D]]||Fan Game||Gameplay||Diamond Rush||<br />
|-<br />
|2006-12-10||[http://www.youtube.com/watch?v=QH30LDoa0wo NYET 3D The Revenge of the Mutant Stones level: up and down]||hercion||01:28||[[NYET 3D]]||Fan Game||Gameplay||Up and Down||<br />
|-<br />
|2006-12-10||[http://www.youtube.com/watch?v=GwcB6jyCrD0 NYET 3D The Revenge of the Mutant Stones level: snakes]||hercion||01:25||[[NYET 3D]]||Fan Game||Gameplay||Evil Snakes||<br />
|-<br />
|2006-12-10||[http://www.youtube.com/watch?v=TnkX-n6ND_Y NYET 3D The Revenge of the Mutant Stones level: confusion]||hercion||01:14||[[NYET 3D]]||Fan Game||Gameplay||Confusion||<br />
|-<br />
|2006-12-09||[http://www.youtube.com/watch?v=R6rApojxMKc NYET 3D The Revenge of the Mutant Stones level: elevator]||hercion||00:22||[[NYET 3D]]||Fan Game||Gameplay||The Elevator||<br />
|-<br />
|2007-01-24||[http://www.youtube.com/watch?v=pS64cGY7Nro How to do a "BIG Golden Square"]||ShrapnelCity||02:39||[[Gravytris]]||Fan Game||Demo||Solo||<br />
|-<br />
|2007-01-21||[http://www.youtube.com/watch?v=T1gKxfCmpZY 2.5 dimensional tetris]||hercion||00:18||[[Gravytris]]||Fan Game||Demo||Solo||<br />
|-<br />
|2007-01-08||[http://www.youtube.com/watch?v=fBerEJwExWw Gravity Gun for Tetris www.gravytris.de]||hercion||00:55||[[Gravytris]]||Fan Game||Demo||Solo||<br />
|-<br />
|2006-12-22||[http://www.youtube.com/watch?v=H71RczbuMBA poor tetris pieces pushed around...]||hercion||00:50||[[Gravytris]]||Fan Game||Demo||Solo||<br />
|-<br />
|2006-12-17||[http://www.youtube.com/watch?v=EQfNYqBPeZM FUSE tetris]||hercion||00:54||[[Gravytris]]||Fan Game||Demo||FUSE||<br />
|-<br />
|2007-01-13||[http://www.youtube.com/watch?v=viREUXITJIw Lockjaw Three Minute Speed Run -- Tetris Replica]||caffeinatedtetris||03:05||[[Lockjaw]]||Fan Game||Gameplay||Ultra||<br />
|-<br />
|2006-06-28||[http://www.youtube.com/watch?v=q9UQqirocOs lockjaw4183]||caffeinatedtetris||00:43||[[Lockjaw]]||Fan Game||Gameplay||Sprint||<br />
|-<br />
|2006-08-03||[http://www.youtube.com/watch?v=gOO5bulyB2U LJ Tetris - 40 Lines in 44 seconds]||jono103||00:54||[[Lockjaw]]||Fan Game||Gameplay||Sprint||<br />
|-<br />
|2007-01-26||[http://www.youtube.com/watch?v=sN7kcykPSGw Lockjaw: 40 Lines in 37 seconds]||jono103||00:44||[[Lockjaw]]||Fan Game||Gameplay||Sprint||<br />
|-<br />
|2007-05-27||[http://www.youtube.com/watch?v=Gad_9KhDYIE Lockjaw: 40 Lines in 33 seconds]||jono103||00:39||[[Lockjaw]]||Fan Game||Gameplay||Sprint||<br />
|-<br />
|2006-11-27||[http://www.youtube.com/watch?v=jbRC_sde2MQ Lockjaw - 3:00 Minutes: 41 Tetrises]||jono103||03:09||[[Lockjaw]]||Fan Game||Gameplay||Ultra||<br />
|-<br />
|2007-06-02||[http://www.youtube.com/watch?v=jbRC_sde2MQ Lockjaw 40 lines in 48 seconds]||jujube4000||00:56||[[Lockjaw]]||Fan Game||Gameplay||Sprint||<br />
|-<br />
|2007-03-06||[http://www.youtube.com/watch?v=f9Rs1gL9hE0 Lockjaw Tool-Assist - 40 lines in 8 seconds]||kotetsu213||00:10||[[Lockjaw]]||Fan Game||TAS||Sprint||<br />
|-<br />
|2007-03-13||[http://www.youtube.com/watch?v=BUpyLOuh_YM Rosti LFC - 40 Lines @ 112.19ppm]||RostiLFC||01:10||[[Lockjaw]]||Fan Game||Gameplay||Sprint||<br />
|-<br />
|2007-03-17||[http://www.youtube.com/watch?v=5A4Oy7q3-Fs Rosti LFC - Lockjaw 40 Lines 2]||RostiLFC||03:31||[[Lockjaw]]||Fan Game||Gameplay||Sprint||<br />
|-<br />
|2008-01-13||[http://www.youtube.com/watch?v=msCbiojqgD0 Lockjaw 40 Lines with dance pad]||tepples||04:59||[[Lockjaw]]||Fan Game||Demo||Sprint||<br />
|-<br />
|2006-11-23||[http://www.youtube.com/watch?v=4caZN5x0uEA Lockjaw: The Overdose 53900 pts in 3:00]||tepples||03:16||[[TOD]]||Fan Game||Gameplay||Ultra||<br />
|-<br />
|2006-11-22||[http://www.youtube.com/watch?v=u34QgwXocD4 Lockjaw: The Overdose 16300 pts in 0:46]||tepples||01:02||[[TOD]]||Fan Game||Gameplay||15000 pts||<br />
|-<br />
|2006-08-19||[http://www.youtube.com/watch?v=kScyXbBeOws Quadra]||adantart||03:56||[[Quadra]]||Fan Game||Demo||Versus(x)||<br />
|-class="sortbottom"<br />
!Date!!Video Name!!Uploader!!Time!!Game!!Game Type!!Category!!Type!!Description<br />
|}<br />
[[Category:Lists]]</div>Mufhttp://tetris.wiki/index.php?title=List_of_curiosities&diff=10191List of curiosities2015-12-23T18:43:24Z<p>Muf: 1 revision</p>
<hr />
<div>==Little known facts==<br />
*The number of board states in Tetris can have is 2<sup>200</sup> = 1 606 938 044 258 990 275 541 962 092 341 162 602 522 202 993 782 792 835 301 376 ≈ 1.6 x 10<sup>60</sup>.<br />
*The number of ''stable'' ("with non-filled line") board states is 1022<sup>19</sup> x 1023 = 1 546 830 240 339 583 941 968 754 047 234 064 022 827 366 713 230 467 631 939 584 ≈ 1.54 x 10<sup>60</sup><br />
*Nowadays Tetris logo was drawn by [http://en.wikipedia.org/wiki/Roger_Dean_(artist) Roger Dean]<br />
Also, according to [http://www.realtechnews.com/posts/1240 RealTechnews]:<br />
*The game inspired a terrible single in 1992 by Dr Spin, featuring samples of music composed by Andrew Lloyd Webber<br />
*In September 2002, Faiz Chopdat, 23, of Blackburn, was jailed for four months after refusing to turn off his mobile on a flight from Egypt to Manchester. The crew asked him three times to switch off the phone, which was interfering with the plane’s communications system, but each time Chopdat turned it on again. He was playing Tetris.<br />
*The world’s smallest game of Tetris took place under an electron microscope using 42 glass ‘microspheres’ at the Department of Physics of Complex Systems in Amsterdam ([http://www.youtube.com/watch?v=jCdnBmQZ6_s video here])<br />
*Yuri Yevushenko, director of the Russian Academy in the 1980s, claims Tetris is so successful because "unlike American games it is not about murder, shooting or chasing; it is about building and order."<br />
*In a recent US study at the Harvard Medical School’s department of psychiatry, 27 Tetris players spent seven hours a day, for three days, playing the game. Many had ‘Tetris dreams’.<br />
<br />
==Tetris apparel==<br />
*[http://threadless.com/product/199/Put_Pieces_Together_to_Make_A_Peace "Put pieces Together to Make a Peace"] (Threadless ; out of stock)<br />
*[http://www.comboutique.com/shop/t-shirt-tetris_the_soviet_challenge-5154-226439.html "Tetris the Soviet Challenge"] (comboutique)<br />
*[http://www.comboutique.com/shop/t-shirt-gameboy_addict_2-3534-59348.html "Tetris addict" on T-shirts, messenger bags...] (comboutique)<br />
<br />
==Art and Culture==<br />
*[http://www.flickr.com/photos/nowends/sets/72157611187567238/ Tetris falling on an alley (photography)]<br />
*[http://www.youtube.com/watch?v=G0LtUX_6IXY Human Tetris]<br />
*[http://pya.cc/pyaimg/pimg.php?imgid=39652 Tiny tiny tiny Tetris GIF]<br />
*[http://www.woostercollective.com/2006/07/another_crate_piece_from_melbourne.html Tetris Crate]<br />
*[http://www.flickr.com/photos/dailysnap/360147199/ Tetris vandalism]<br />
*[http://www.4colorrebellion.com/archives/2006/02/10/happy-st-valentines-day-from-mitch/ Virtual Valentine's Day card]<br />
*[http://www.dailymotion.com/video/xgcln_si-tes-tris-prends-un-sucre Sugar stop-motion Tetris]<br />
*[http://gameads.gamepressure.com/tv_games_commercials.asp?SEARCH=tetris Various Tetris commercials]<br />
*[http://www.coroflot.com/public/individual_set.asp?individual_id=47024&set_id=266169& Tetris Tableware]<br />
*[http://www.youtube.com/watch?v=I3ILUic7aN0 Lady Sovereign "Love me or Hate me (explicit version)" clip] (Tetris at the beginning and the end)<br />
*[http://www.youtube.com/watch?v=c5055Qv1p6I Another stop-motion video] (tetris at 02:34)<br />
*[http://www.youtube.com/watch?v=CbIUy-Qfm1E German Honda Commercial]<br />
*[http://www.pbfcomics.com/?cid=PBF206-Game_Boy.gif The Perry Bible Fellowship Tetris Strip]<br />
*[http://n-styles.com/main/archives/2006/08/13-000000.php Tetris DS Japanese 24h marathon]<br />
*[http://www.neatorama.com/2009/05/18/tetris-in-real-life/ Tetris in Real Life] (art photography)<br />
<br />
==People==<br />
===Utada Hikaru, japanese pop idol===<br />
*can play a vs match while laughing<br />
*[http://www.u3music.com/message/index.php?m=1&d=2006070318521j.xml hit 99999999 on Tetris DS]<br />
*[http://touch-ds.jp/news/tetris_event/index.html participated in a Tetris DS event organized by Nintendo]<br />
*(is cute when she plays)<br />
<br />
===[[Alexey Pajitnov]], the man behind Tetris===<br />
*[http://www.gamasutra.com/php-bin/news_index.php?story=13055 won a GDC game design challenge]<br />
* (has an admirable russian accent)<br />
<br />
[[Category:Lists]]</div>Mufhttp://tetris.wiki/index.php?title=Heboris&diff=10189Heboris2015-12-23T18:43:24Z<p>Muf: 1 revision</p>
<hr />
<div>{{Infobox |title = Heboris<br />
| developer = Kenji Hosimoto<br />
| publisher = Kenji Hosimoto<br />
| released = 2001 (First release)<br />
| platform = Microsoft Windows<br />
| preview = 1<br />
| playfield = 10w x 21h (20h visible)<br />
| hold = None<br />
| hard = Yes<br />
| system = TGM style wallkick<br />
}}<br />
<br />
'''Heboris''' is a game developed in 2001 by Kenji Hosimoto, aka Hosiken. Many, but not all, of its behaviors bear a resemblance to [[Tetris The Absolute The Grand Master 2 PLUS]], the latest [[TGM series]] game at that point. The game was developed using [[YaneuraoGameScript 2000]] (YGS2K,) a scripting language and runtime environment created by Urao Yane.<br />
<br />
== Unofficial Expansion ==<br />
<br />
''Main Articles:'' <br/><br />
''[[Heboris Unofficial Expansion]]''<br/><br />
''[[Heboris U.E. LITE]]''<br/><br />
''[[Heboris U.E. MINI]]''<br />
<br />
Development of Heboris by Hosimoto has pretty much been in stasis since 2002. However, due to the nature of YGS2K in that it is a script language and the source code cannot be made truly inaccessible, it became the target of modifications by anonymous third parties mainly in the 2ch community. The game underwent various modifications, including implementing similar features from games such as [[Tetris The Grand Master 3]], [[Tetris The Grand Master Ace]], [[Tetris DS]] and [[DTET]]. The modified version is known in western communities as Heboris Unofficial Expansion, or Heboris U.E. as short. A second modified version, [[Heboris U.E. LITE]], exists and focuses on lighter system requirements. A third modified version, [[Heboris U.E. MINI]], also exists and features a plugin system to add or remove functionality from the game.<br />
<br />
== C++ Port ==<br />
<br />
As the unofficial expansion development continued, it became evident that the developers were hitting the limits of YGS2K's specifications. This was one reason the LITE version was developed, but it itself was to bear the same burden as the original modification, as it was still based on the still environment. In September 2006, an individual in the 2ch forums successfully ported Heboris and Heboris U.E. into a C++ and DirectX 9-based environment, by going through the code and re-implementing the YGS2K specific calls using DirectX. A version using the SDL library also followed shortly, and the SDL version was successfully ported over to Mac OS X as well.<br />
<br />
However, development of the C++ versions have stagnated since then. Contributors to the project still wrote code in YGS2K without migrating to C++, possibly due to the steeper learning curve and the hassle to set up a development environment in C++. The latest version of Heboris U.E. continues to be developed and provided in YGS2K.<br />
<br />
== See also ==<br />
<br />
* [[Heboris Unofficial Expansion]]<br />
* [[Game]]s<br />
<br />
== External links ==<br />
<br />
* [http://www.hosiken.com/software/windows/heboris2001/ Official site] (Japanese)<br />
* [http://www.hosiken.com/software/windows/heboris2001/download.html Download page] (Japanese)<br />
* [http://hebo.game-host.org/ Download page] (Japanese)<br />
* [https://www.dropbox.com/s/y1nxlx90d6uvyld/Heboris%20Collection.7z?dl=0 Heboris Collection] (All Heboris Versions)<br />
<br />
[[Category:Games List]]</div>Mufhttp://tetris.wiki/index.php?title=TGM_Guide&diff=10198TGM Guide2015-01-11T20:14:56Z<p>Muf: typo</p>
<hr />
<div>This document is intended both as a newbie guide to TGM and as a repository of useful tricks and strategies related to TGM. Sorry SRS lovers, your princess is in another castle!<br />
<br />
It was [http://www.advantaged.net/boulette/viewtopic.php?id=552&p=1 originally written in French] by [[User:PetitPrince|PetitPrince]], but adapted to Tetriswiki by the same one, and edited/corrected <!--and butchered slightly...--> by the wiki's population.<br />
<br />
There are many technical terms throughout this guide, and newcomers might be confused by sentences such as "In order to beat the [[torikan]] in [[TAP]] Death, proper usage of [[DAS]], [[Wall kick|wallkicks]], and a good knowledge of [[ARS|TGM Rotation]] is required". I encourage them to consult Tetriswiki's [[glossary]] and [[TGM legend]].<br />
<br />
I use The_Tool for all those fancy gifs. Thanks, jago!<br />
<br />
If you want to contribute, or have a remark, please don't hesitate to [http://www.tetrisconcept.com/wiki/index.php?title=TGM_Guide&action=edit edit] or [http://www.tetrisconcept.com/wiki/index.php?title=Talk:TGM_Guide&action=edit discuss] this page !<br />
<br />
Please also note that English is not my primary language. Feel free to correct any typo, bizarre construction or undecipherable sentences.<br />
<br />
I'd also like to thanks everyone who's posting of the forum. I learn something everyday. :)<br />
<br />
=Tetris the Grand Master - Tetris the... ''what'' ? =<br />
Tetris the Grand Master (TGM) is an arcade game series developed by Arika and built around the very popular game created by Alexei Pajitnov, Tetris. This is a hardcore game for passionate gamers. Good games last from 7 to 15 minutes. I've written [http://bsixcentdouze.free.fr/tc/tgm-en/tgm.html an article on it]. For those more interested in Tetris history, I heavily recommend it. Trivia: the (in ?)famous "[http://youtube.com/watch?v=yF6o9Vgo4qc Tetris Japan Finals]" and "[http://youtube.com/watch?v=jwC544Z37qo TGM 3 Tetris Arika !!!] Invisible Tetris" are respectively from TGM2+ (Death Mode) and TGM3 (Master Mode). <br />
<br />
==Sounds fun... how can I play it ?==<br />
TGM is an arcade game.<br />
It comes as a circuit board designed to plug into an arcade cabinet with a JAMMA slot.<br />
If you do not have an arcade cabinet, you can build one out of a TV and a SuperGun, which is essentially a video game console that takes JAMMA boards instead of game cartridges.<br />
<br />
But because TGM boards are as rare as hen's teeth in most English-speaking countries, one can seek an emulation solution: TGM1 is perfectly playable with MAME or ZiNc (I would recommend ZiNc, because it doesn't have that annoying [but fixable] sound bug]). TGM2 is perfectly playable, but for a few years between 0.99 and some time in the 0.12x series, the MAME developers took TGM2 out on Arika's request, and the only way to play TGM2 was to find 0.99u4 in the thick abyss of the Chinese Internet. Now it's back on the official MAME release, so it's not that much a pain to find the relevent files.<br />
<br />
Another route is to go the clone way: because TGM is a quite popular game in Japan (otherwise it wouldn't had *2* sequels), it was bound to have someone making a clone, especially when you have 2ch, one the most populous discussion board on the planet.<br />
<br />
I'd like to mention three: Texmaster, Heboris and Blockbox. Note: if you have trouble using your joystick with those programs, try [http://www.electracode.com/4/joy2key/JoyToKey%20English%20Version.htm Joy2key]<br />
<br />
===Texmaster===<br />
Texmaster would be my weapon of choice when it comes to clones. Easy to use (select your game type and play), cross platform (Win/OSX/Linux) and yet filled with handy features such as auto game recording, statistics and video export. My only gripe is that it has by default a weird Counter-Strike: Source theme (customizable).<br />
Default key are: '''zsxv''' for ''movement'', '''M,.''' for ''rotations'' (CCW, CW and CCW) and ''menu operation'' (confirmation/cancel) and '''spacebar''' for ''hold''. '''F-key''' are for ''various functions'', '''Esc''' is for ''quitting the program''. <br /><br />
Game mode: Novice, Normal, Special, Advance, Sudden, Double, Special Ti, Sudden Ti are respectively TAP Normal, TGM1, TAP Master, TAP TGM+, TAP Death, TAP Double, TGM3 Master and TGM3 Shirase game mode.<br />
<br />
===Heboris===<br />
Heboris is a huge mastodont, filled with more feature that you can dream of: multiple rotations system (ARS (both TGM2+ and TGM3 flavor), SRS (both Tetris DS and TGM3 flavor), DRS and so on...) or even customized one, special training mode, tea, coffee, bretzels and pancakes. Its development is now stopped due to some meddling TTC (or Arika, or even TTC via Arika) executive. I still the files on my personal space ([http://bsixcentdouze.free.fr/tc/hebo160a.zip original binaries] and [http://bsixcentdouze.free.fr/tc/hebo0562.zip expansion]). Unzip one in a folder, then overwrite the content of the other zip into that same folder.<br />
<br />
Default key are: '''zsxv''' for ''movement'', '''bn''' for ''rotations'' (CCW, CW) and ''menu operation'' (confirmation/cancel) and '''m''' for ''hold''. <br /><br />
Game mode: you must first select your correct rotation system (chose one of the ARS), then try one of the "Master" mode.<br />
<br />
=Links=<br />
<br />
==Web==<br />
<br />
'''[http://www13.plala.or.jp/TETRiS_TGM/index.html J.Oのテトリス講座 ]''' : A old but still very good TGM guide. A translated version can be found '''[http://kitaru.1101b.com/TGMGUIDE/ here]'''.<br />
<br />
'''[http://www.youtube.com Youtube]''': Surprised to see youtube in the link section ? There's ton, *tons* of good player's performance recorded in it. Try with these following keywords: "TGM", "Tetris", "Death Mode", "TAP".<br />
<br />
'''[http://www.tetrisconcept.net/ Tetrisconcept]''': yes, this is the site you are browsing ''right now''. We have a crazy forum and wiki, why don't you consult it ? :)<br />
<br />
=Random Rant=<br />
<br />
== Input method==<br />
<br />
For an optimal game experience, play with an arcade stick, preferably with a 4-way restriction plate. TGM is an arcade game, after all.<br />
<br />
Don't choose a cheap stick, because they generally have inferior grade parts. Aim for a stick with Sanwa or Seimitsu parts in it. Most of the time, these are the same parts used in the public arcade cabinets. They can withstand years of abuse by frenetic gamers; so they *should* last long enough for you, except if your name is Hulk. Also, cheap sticks are made from cheap plastic.<br />
<br />
I play with Sega's '''Virtua Stick High Grade''' (VSHG). It has been built for PS3, but since consoles nowadays use the convenient USB standard, I was able to plug it into my WinXP PC. It works flawlessly. This stick uses Sanwa's JLF-TP-8Y stick. What is cool with JLF-TP-8Y is that it can be easily modified from an 8-way stick into a 4-way stick, needing nothing else other than the right screwdrivers. So in the end, you can enjoy both Street Fighter *and* TGM. The stick is big (~35x22x5 cm) and heavy (I'd say around 3 kg, thanks to the metal plate at the back). It's black coat, dark-gray and yellow buttons, and big round screws make me feel like I'm in front of a luxury object. The only drawback is that the rebound of the stick is sometimes too strong, and thus activates the opposing switch. This can be a problem, but a more gentle playstyle should alleviate it.<br />
<br />
[[Image:Vshg.jpg|120px]]<br />
<br />
I was able to try the '''Real Arcade Pro''' (RAP) for PS2 from Hori. While it also has a JLF-TP-8Y, I felt that it was less stiff than my VSHG. Whether it is a good or bad thing is up to the player. colour_thief likes it, I don't. It's a *huge* stick, even bigger than the VSHG, and the front shiny aluminium plate makes it look like a juggernaut. I sometimes get confused by the button layout (2x4 for the RAP vs. 2x3 for the VSHG), but that's not a big issue. And its buttons are not as beautiful as my VSHG (seriously, ''green'' ?) <br />
<br />
[[Image:Rap ps2.jpg|120px]]<br />
<br />
I was also able to try the '''Tekken 4 Stick''' for PS2, also from Hori. While the RAP is less stiff than the VSHG, this one is a lot stiffer. That results in a more nervous playstyle. Again, how stiff you want your stick is up to you. <br />
<br />
[[Image:Tekken4 ps2.jpg|120px]]<br />
<br />
Those who dont have enough money to buy a real stick... can play with whatever they want. After all, chances are that you won't be *that* hooked by TGM, fighting or arcade games. I can handle pretty well with a keyboard or a gamepad. I made it up to S3 in TGM1 with the analog stick of a Saitek P990 gamepad. I even know a Gm grade player who regularly plays with a pad. The only requirement of those alternative input methods is to be able to be very responsive. An analog stick is not a good choice. And if you are a crazy genius (or a biotechnology engineer) and know how to plug the brain directly on USB, I'm interested. <br />
<br />
[[Image:P990.jpg|120px]][[Image:Keyboard.jpg|120px]][[Image:Eeg.jpg|120px]]<br />
<br />
=Whoa, that's hard! Do you have some tips for me?=<br />
Sure! Please note that while I use words like "should," "must" and the imperative tense, ultimately it's up to you to decide whether or not to use these techniques. I'm not an uber-l33t Gm player, but I think I give good advice. <br />
==Know your enemy (so you can kick his butt later)==<br />
<br />
===Levels===<br />
[[Image:lvl.png|frame|The level counter as displayed in [[TAP]].]]<br />
Each time a tetramino locks, the level counter is incremented by one, and there's a bonus given when clearing lines. A line must be cleared in order to go over hundreds (99->100, 199->200, 299->300 etc..)<br />
<br />
===Controls===<br />
There's four directions and three (four in TGM3) buttons. The latter are called A, B, C and D (or H) <br />
* ← and → are for moving the piece horizontally. By holding a direction, DAS is activated. <br />
* ↑ is for the sonic drop: the piece instantly falls, without locking. Note that sonic drop isn't available in TGM1. <br />
* ↓ is for the fast drop: the piece falls quicker than usual. It also used to manually lock the piece into the stack.<br />
<br />
===Lock and game speed===<br />
<br />
Right after the landing of a piece, you get a few frames where you can still move it. The number of frames available depends on the level, but you usually get enough time to act, assuming that you don't panic. <br />
<br />
{|style="font-size:120%; border:1px dotted; background-color:#F9F9F9; "<br />
|-<br />
|[[Image:TGM_Legend_Lock_Delay_1.gif]] || ''Lock delay '' <br /> You can still move a piece after it has landed.<br />
|}<br />
<br />
The "speed" of the game is set by several factors:<br />
# Gravity (how fast a tetramino falls)<br />
# Lock delay<br />
# ARE<br />
# Sometimes the line clear animation. <br />
<br />
<gallery caption="Some gravity" heights="190px"><br />
Image:TGM legend 0.0156G.gif|''1/64G''<br /> Low gravity <br />Level 0<br />
Image:TGM legend 1G.gif|''1G''<br />Medium gravity <br />Level 251<br />
Image:TGM Legend 5G.gif|''5G''<br />High gravity <br />Level 400<br />
Image:TGM Legend 20G.gif|''20G''<br /> Maximum gravity <br />Level 500 and beyond </gallery><br />
<br />
In Master mode, gravity increases up to level 200, where it suddenly drops. Then it almost continually increases until it reaches level 500, where the maximum speed (20G) is reached. In TGM2 and 3, there's yet another speed increment at level 700, 800 and 900 (ARE time decreases along with lock delay at level 900). I won't talk about Death mode for now, I'm not good enough °^_^ (but you can search on tetriswiki or on the forum). <br />
<br />
[[Image:Mastercurvecg4.png|center|frame|TGM and TAP Master speed curve, sub-20G (graph by Edo)]]<br />
<br />
===Distribution===<br />
Even though it isn't as predictable as the TDS randomizer, it's good to know how the TGM randomizer works.<br />
<br />
#The randomizer maintains a history of the 4 most recent given pieces.<br />
#Every time it needs to generate a piece, it will impartially choose one of the 7 pieces.<br />
#The randomizer checks if this chosen piece is found in the history. If it isn't, the piece is given. If it is, it randomly picks one of the 7 pieces again. If after a certain number of attempts (4 for TGM, 6 for its sequels), it still does not succeed at finding a piece outside the history, it settles for this recently given piece.<br />
<br />
Now, it's good to know all that fancy theory, but as far as you should be concerned, it's simple: don't expect a given piece to be distributed for at least 4 other pieces.<br />
<br />
===Grade===<br />
<gallery><br />
Image:s5tap.jpg<br />
Image:s3tgm1.jpg<br />
Image:gmtgm1.jpg<br />
</gallery><br />
<br />
Because it wouldn't be a fun game without something to strut about, Arika set up a grade system. Like many Japanese martial arts, you begin at grade (kyu) 9, followed incrementally by grades 8, 7 , 6, 5 etc... up to grade 1. Then there are S1-9, and finally Gm.<br />
There are some conditions to get Gm grade, though.<br />
<br />
The grade recognition system differs depending on the game.<br />
<br />
In TGM1, your grade increases simply by gaining enough points. To rank as Gm, you must finish the game under a certain time limit.<br />
<br />
In TGM2 Death mode, it's survival+time attack: if you can go over level 500 in under 3:25, you are M. If you can finish the game, you are Gm.<br />
<br />
In TGM2 Master mode, it's a little more complicated. In a nutshell, for each grade the player must score 100 internal points. The subtlety is that there's a point decay. If you want more details, well... <br />
<pre><br />
août 23 23:56:05 <PtitPrince> is there a chart that summarize how grade points are gained in TAP master mode ?<br />
août 23 23:56:37 <colour_thief> it's so complicated it would need a 4 dimensional chart or something<br />
août 23 23:57:02 <colour_thief> play fast and get tetrises is the simple answer though<br />
</pre><br />
... but c_t is exaggerating a little bit here ;), there is [[http://www.tetrisconcept.net/wiki/index.php?title=TAP#Grade_Recognition_System a chart]] here. But his idea is right: don't try to optimize your game with this chart, just try to play faster and to make more tetrises.<br />
<br />
===Medals===<br />
[[Image:Medal.jpg|frame|Some medals from [[TAP]].]]<br />
In TGM2, medals are awarded for particular actions. They don't count toward the final score.<br />
*AC (All clear): Bronze for one bravo, silver for two, gold for three.<br />
*RO (Rotation): At level 300, 700, or 999, the number of rotations per tetromino was at least 6/5.<br />
*ST (Section time): Bronze or silver for approaching the machine's section time record; gold for beating it.<br />
*SK (Skill): Lots of 4-line clears. In Master: 10 awards bronze, 20 awards silver, 35 awards gold. In Death: 5 awards bronze, 10 awards silver, 17 awards gold.<br />
* RE (Recovery): Have 150 or more blocks in the playfield, then clear enough lines that 70 or fewer blocks remain.<br />
*CO (Combo): Clear lines with consecutive tetrominoes (double or higher needed). 4 awards bronze, 5 awards silver and 7 awards gold. Note: Single line clears keep the current combo active, but do not add to it.<br />
<br />
==General and sub-20G trips and tricks (0-300)==<br />
===The perfect game does not exist ===<br />
Holes and mistakes are bound to happen. Even an A.I. will make hole. The art of Tetris is to minimize its damage and its rate of appearance. <br />
{|style="font-size:120%; border:1px dotted; background-color:#F9F9F9; "<br />
|-<br />
||[[image:Rosti s7 detail 589.gif|Rosti s7 detail 589.gif]] || ''Details of a TAP S7 game from Rosti LFC'' <br /> Notice how he managed to keep his game really clean despite an unfavorable stack.<br />
|}<br />
<br />
===Maximize your luck/chance===<br />
You should stack flat, but not to much. A rule of thumb is to determine which position gives the most opportunity to the other pieces. Getting the right feeling takes time..<br />
<br />
Corollary: if there's a place when only one tetramino could fit cleanly, '''put it in as soon as it appears'''. That sounds logical - it is -, but in the heat of the game, even I make this mistake.<br />
<br />
===Zangief to the rescue !===<br />
There's a little trick that one can do with a stick in order to save some time: zangi-moves (the name really come from Zangief). There's nothing very special about it, but it is just a very convenient manipulation to use. <br />
<br />
{|style="font-size:120%; border:1px dotted; background-color:#F9F9F9; "<br />
|-<br />
||[[image:TGM_Legend_Sonic_Drop_2.gif|TGM_Legend_Sonic_Drop_2.gif]] || ''Zangi-move'' <br /> A 270° motion is needed in order to quickly accomplish this move.<br />
|}<br />
<br />
===Keep your right===<br />
You must have a right oriented game. That means:<br />
# ''Tetris well on the right.'' <br /> Because the I piece has asymmetrical rotations, it is easier to place it in a well on the right than on the left. It is less a problem in TGM3 due to floorkicks, but it's a little easier to place them at the right. Note that I know a ninja who makes Gm grade score with a left well. But it's a ninja. <br /> [[image:irot.png]]<br />
# ''Keep the left clean, put the garbage at the right'' <br />Some more experienced player than me urges me to say that it's a lot easier to clean a stack when the garbage are at the right.<br />
<br />
===Finish him !===<br />
Always finish your game, even if you got an awful start. By cleaning really ugly playfields ''at low gravity'', you are learning how to clean really ugly playfields ''in 20G'' (when you just ''don't have the time'' to think).<br />
<br />
===Keep the center clean===<br />
Holes in the middle column are really, really, shitty to repair. Avoid them at all costs. <br />
<br />
==Tips and tricks nearing 20G ==<br />
===Don't panic !===<br />
[[Image:Paulatreide.jpg|frame|You don't have to be the Kwisatz Haderach to play TGM. Still, it helps.]]<br />
The speed is becoming significantly greater than your Gameboy experience. Keep cool, stay zen and focused ! To panic means to put piece in position that hinders you even more. ''I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration...''<br />
<br />
===Know what you can and can't===<br />
While nearing 20G, the movement palette is constantly shrinking. You must know what movement is sustainable and what movement is not an option.<br />
<br />
<br />
===Das DAS ist sehr wichtig===<br />
The DAS is very useful to send a tetramino at the edge of the playfield. Tap-tap-tap are far less efficient. You must optimize your mouvement, by pressing the least buttons possible. Time saved on piece manipulation is time available to think about the piece position.<br />
<br />
===Pyramiding your way, part I===<br />
It's a good idea to start piling the tetramino at the center of the playfield, because your pieces will naturally fall on the border of the playfield, enabling you to get a few additional microseconds to think. It is also much more easier for the I to fall in the well.<br />
<br />
===Uses and misuses of the I piece, parti I: rotations===<br />
The I piece is at the same time your worst friend and your best enemy. Or the opposite, I don't remember. Anyway, what I want you to know is that while making Tetris is always a good thing, placing the I in a correct fashion is more tricky, especially in an high speed environment. You *must* know how the I behave, and where you can rotate it and where you can't. Far too many times I stupidly covered my well because I haven't though of how it rotates.<br />
<br />
Fortunately, it's not that hard to remembers it rotations.<br />
<br />
You see, unlike others tetraminos, the I piece got only two states. flat and upright. That makes the reflexion much more easy to do. <br /><br />
<br />
[[image:irot.png]]<br />
<br />
Because its rotation is asymmetrical, the "center" of the piece is in the third bloc. So, in order to determine whetever a rotation is possible of not, you only have to check if the third column is free or not. <br />
<br />
{| class="wikitable" style="width: 500pt; border:1px dashed;" align="center"<br />
|+ Case Study - I rotations <br />
|colspan="2"|Let's say we got a well at the right of the playfield, and that we have a flat I for some reason. Is it possible to put it at the bottom of the well ? Well, if you made a funnel, yes. Let's study that case with images.<br />
|-<br />
|width="200"|[[Image:Iusage1a.gif]][[Image:Iusage1b.gif]]|| Here, it doesn't work.<br />
|-<br />
|[[Image:Iusage2a.gif]][[Image:Iusage2b.gif]]|| But, if there's two free cells in the third column, it works. <br />
|-<br />
|[[Image:Iusage3a.gif]][[Image:Iusage3b.gif]]|| Note that I rotations are asymmetrical<br />
|}<br />
<br />
===Uses and misuses of the I piece, parti II: "I am not a joker" ===<br />
The I is not a joker, and getting one won't magically solve all your problem. That's not Tetris DS: unlike it, TGM have a very restrictive regarding the pieces movements. While in TDS a star bonus is a blessing (providing you didn't made too much holes), I pieces in TGM can doom you. <br />
<br />
{| class="wikitable" style="width: 500pt; border:1px dashed;" align="center"<br />
|+ Case Study - Non-optimal I placement <br />
|- <br />
|<gallery heights="192"><br />
Image:joker1.png|Here's a stack <br />
Image:joker2.gif|Usually, most people would do that. At low gravity, that's a valid move. But at high speed, I wouldn't recommend it. What would happen is the next piece were a Z ?<br />
Image:joker3.gif|You potentially got a hole in the center, which is bad. Ok, that's not the end of the world. But note that the stack is exceptionally clean, and sometime an easy correction isn't possible.<br />
Image:joker4.gif|I would put it slightly to the left, thus leaving the game very open.<br />
</gallery><br />
|}<br />
<br />
===Overhangs===<br />
In case of difficult distribution, where you are forced to create a hole or a semi-hole, mastering overhangs comes in handy. Overhangs are not so bad places that can easily be filled with other pieces. Even if you played Tetris Game Boy a lot, you probably don't have this skill, because it extensively uses lock delay. <br />
<br />
{| class="wikitable" style="width: 500pt; border:1px dashed;" align="center"<br />
|+ Case Study - Some overhangs<br />
|-<br />
|width="200"|[[Image:Overhangex1.png]]||Here's a stack with a problematic distribution <br /> Wherever you place that S, you end up with a (semi-)hole. Now, there's several way to correct it.<br />
|-<br />
|[[Image:Overhangex2.gif]]||I like that one. It's a convenient place to put that piece, and that can be filled with a T, a L or a J. But if you want to pyramidize a little more, placing it on the central masta is also viable (mastaba, pyramid.... ok, that was a terrible one, sorry).<br />
|-<br />
|[[Image:Overhangex3.gif]] [[Image:Overhangex4.gif]] [[Image:Overhangex5.gif]][[Image:Overhangex6.gif]]||Of course, choosing the right place depends on several factors: the speed and height of the game, the style of playing and the mood of the player, the next pieces, the zodiac sign of the player, a Jupiter-Mars-Venus alignement... <br />
|}<br />
<br />
===T-spins===<br />
T-spins aren't as important as in TDS, but they are nonetheless quite useful. What is a T-spin ? That's a T rotation that fills normally unfillable semi-holes. <br />
{|style="font-size:120%; border:1px dotted; background-color:#F9F9F9; "<br />
|-<br />
|[[image:tspin1.png]] [[image:tspin2.gif]]|| Most of the time you'll want to use a T-spin in this situation<br />
|}<br />
<br />
==Advanced and 20G (500+) Tips and tricks==<br />
===Pyramiding your way, part II===<br />
The movement palette in 20G is very, very reduced. And that makes pyramiding harder, because you can get stuck because of a hole. <br />
<br />
Be extra-careful not making any, for it can be quite incapacitating<br />
<br />
[[Image:trap.gif]]<br />
<br />
A good 20G stack should leave the player a possibility to place his pieces wherever he wants. <br />
<br />
Note that in this case, IRS the L to the right is possible.<br />
<br />
[[Image:irsusage.gif]]<br />
<br />
===Wallkicks===<br />
Wallkicks are gameplay elements that really open the game. The theory is as it follows: if a rotation is normally impossible, the game tries to nudge the piece one cell to the right, and then to the left if it fails to the right, and then fails if it fails to the left. <br />
<br />
[[Image:Wk1.gif]]<br />
<br />
Now, the theory may seems dead simple, but some applications are really counter-intuitive. Take this L kick, which works in TGM rotation and [[Lockjaw: The Overdose|TOD]] rotation:<br />
<br />
{|<br />
|- valign="top"<br />
|<playfield><br />
..........<br />
..LLL.....<br />
..L.......<br />
..........<br />
..........<br />
..GGGG....<br />
....GG....<br />
G.GGGGGGG.<br />
GGGGGGGGG.<br />
GGGGGGGGG.<br />
</playfield><br />
Where to place<br><br />
this L piece?<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
LLGGGG....<br />
.L..GG....<br />
GLGGGGGGG.<br />
GGGGGGGGG.<br />
GGGGGGGGG.<br />
</playfield><br />
Rotate right<br>and DAS left<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..GGGG....<br />
LLL.GG....<br />
1.GGGGGGG.<br />
GGGGGGGGG.<br />
GGGGGGGGG.<br />
</playfield><br />
Rotate left:<br><br />
test 1 fails<br />
|<playfield><br />
..........<br />
..........<br />
..........<br />
..........<br />
..........<br />
..GGGG....<br />
.LLLGG....<br />
GLGGGGGGG.<br />
GGGGGGGGG.<br />
GGGGGGGGG.<br />
</playfield><br />
Gets kicked<br><br />
to here<br />
|}<br />
<br />
Of course, not all useful wallkick are as counter-intruitive as this one. Some are pretty vicious though. Here's some wallkicks exemples:<br />
<br />
<gallery caption="Some Wallkicks" heights="234px"><br />
Image:Wall-kick tech J9.gif<br />
Image:Wall-kick tech L9.gif<br />
Image:Wall-kick tech T3.gif<br />
Image:Wall-kick tech Z1.gif<br />
</gallery><br />
<br />
===Synchro, auto-synchro : fuuuu~sion, HA !===<br />
This is where Tetris looks more like a fighting game than a puzzle game. <br />
<br />
{| class="wikitable" style="width: 500pt; border:1px dashed;" align="center"<br />
|+ Case Study - I jumping<br />
|<br />
<gallery heights="234px">Image:Synch1.png |You want to get that I from here... <br />
Image:Synch2.png|...to there.<br />
Image:Synch3.gif|That seems impossible, doesn't it ? The I would either be trapped in the first hole, or would be stuck flat.<br />
Image:Synchro tech 2.gif|But you ''can '' do it, with a move called "synchro".<br />
</gallery><br />
|-<br />
|You need a good understanding of the game internals to do it.<br />
<br />
Each frame, it reads the players input, then process it accordingly, then draw the frame. The trick is that rotation and horizontal movement is processed at the same time. So in order to jump that hole, you need to press joystick (movement) and the button (rotation) at the same time.<br />
<br />
Let's review that particular move more in details: <br />
<br />
[[Image:Synchro tech b.png]]<br />
<br />
Frame 1: Initial situation <br /><br />
Frame 2: Time to do some synchros...<br /><br />
Frame 3, 4 and 5: The movement and rotation are pressed at the same time (these frame are not rendered)<br /><br />
Frame 6: omg, it jumped !<br /><br />
Frame 7, 8: that happens when you don't have the good timing.<br />
|}<br />
<br />
Now, while these kind of move are possible, they are seldom used. Why ? Because you need a 1 frame precision, or in others words, a precision of a 1/60th of a second ! Even the most elite Guilty Gear player got more time than that to react !<br />
<br />
Now it still possible to use synchro in a normal game. You just need to use it in conjunction with DAS. Because DAS (when charged) sends a movement input every frame, what you need to do is to just press the rotation button. <br />
<gallery caption="Some Auto-synchros" heights="190px"><br />
Image:Synchro tech 4.gif<br />
Image:Synchro compil 1.gif<br />
Image:Synchro compil 2.gif<br />
Image:Synchro compil 3.gif<br />
</gallery><br />
<br />
=Meta-game=<br />
So, you want to be a Tetris Gm ? That's a long and difficult process. TGM is a little bit more than reflexes and mastering the rotations. Here's some tips about the "meta" aspect of TGM.<br />
==Play regularly==<br />
Play regularly. Tetris the Grand Master is definitively not a casual game we boot from time to time. Like any sport or martial art, in order to be good at it, you must play and train regularly, pushing your limit a little bit further each time.<br />
==Methods of training==<br />
==Motivation motivation motivation==<br />
==Achievement list==<br />
[[Image:Tachievement.jpg]]<br />
* Reach rank S1 in TGM.<br />
* Reach level 300 in TGM<br />
* Finish TAP Normal mode (including credit roll).<br />
* Regularly reach level 300 in TGM<br />
* Reach level 500 in TGM<br />
* Reach level 150 in TAP T.A. Death<br />
* Reach rank S1 in TAP Master Mode<br />
* Reach level 200 in TAP T.A. Death<br />
* Reach level 700 in TGM<br />
* Reach rank S7 in TGM<br />
* Reach level 300 in TAP T.A. Death<br />
* Reach level 999 in TGM<br />
* Reach rank Gm in TGM<br />
* Reach rank S7 in TAP Master Mode<br />
* Reach level 400 in TAP T.A. Death<br />
* Reach level 999 in TAP Master Mode<br />
* Clear the semi-invisible credit roll on TAP Master Mode<br />
* Reach rank S9 in TAP Master Mode<br />
* Reach level 500 in TAP T.A. Death<br />
* Reach rank m in TAP T.A. Death (level 500 at 3:25:00 or faster)<br />
* Reach level 700 in TAP T.A. Death<br />
* Reach rank m in TAP Master Mode<br />
* Reach rank Gm in TAP T.A. Death (level 999)<br />
* Reach rank Gm in TAP Master Mode</div>Mufhttp://tetris.wiki/index.php?title=Tetris_(NES,_Tengen)&diff=10187Tetris (NES, Tengen)2014-01-04T16:27:49Z<p>Muf: Midway shut down Atari Games in 2003 and itself filed for bankruptcy in 2009.</p>
<hr />
<div>{{Infobox |title = Tetяis<br />
|developer = Tengen<br />
|publisher = Tengen<br />
|released = 1989 (Cancelled)<br />
|platform = NES<br />
|boxart = NES_Tengen_Box_Front.jpg<br />
|title-scrn = Tetyais title.png<br />
|ingame-scrn = Tetyais play.png<br />
|hard=no<br />
|system =Atari<br />
|preview=1<br />
|hold=no<br />
|playfield=10w x 20h<br />
}}<br />
'''''Tet&#1103;is: The Soviet Mind Game''''' is a pirate-original tetromino game for NES published by Tengen, the home video game division of Atari Games. Much of the gameplay mechanics and the graphical style were lifted from [[Tetris (Atari)|the arcade ''Tetris'' by Atari Games]]. This Game Pak is rare because it was recalled after Andromeda Software, which at the time was [[Elorg]]'s Western agent for the Tetris brand, lost the game console rights (see [[History]]).<br />
<br />
The game gives line clearing bonuses only after completing each 30 lines.<br />
<br />
== Rotation rules ==<br />
[[Image:Tengen-pieces.png|200px]]<br />
*Pieces spawn with left side of bounding box at column 5 and top at row 22.<br />
*Rotations in all states touch left and top of bounding box. Exception: vertical I, which is placed in the second column from the left.<br />
*Same 1 square to the left wallkick rule as arcade original!<br />
*All tetrominoes become the same color when they lock, due to limitations of the NES picture memory. This color varies from level to level.<br />
<br />
== External links ==<br />
*[http://web.archive.org/web/20061214024051/http://www.classicgaming.com/rotw/ttetris.shtml Classic Gamings Tengen Tetris Page]<br />
*[http://www.blockstats.org/games/NES_Tengen.html Blockstats Tengen Tetris Page]<br />
<br />
[[Category:Games List]]</div>Mufhttp://tetris.wiki/index.php?title=Tetris_(NES,_Tengen)&diff=10204Tetris (NES, Tengen)2014-01-04T16:25:27Z<p>Muf: Midway shut down Atari Games in 2003 and itself filed for bankruptcy in 2009.</p>
<hr />
<div>{{Infobox |title = Tetяis<br />
|developer = Tengen<br />
|publisher = Tengen<br />
|released = 1989 (Cancelled)<br />
|platform = NES<br />
|boxart = NES_Tengen_Box_Front.jpg<br />
|title-scrn = Tetyais title.png<br />
|ingame-scrn = Tetyais play.png<br />
|hard=no<br />
|system =Atari<br />
|preview=1<br />
|hold=no<br />
|playfield=10w x 20h<br />
}}<br />
'''''Tet&#1103;is: The Soviet Mind Game''''' is a pirate-original tetromino game for NES published by Tengen, the home video game division of Atari Games. Much of the gameplay mechanics and the graphical style were lifted from [[Tetris (Atari)|the arcade ''Tetris'' by Atari Games]]. This Game Pak is rare because it was recalled after Andromeda Software, which at the time was [[Elorg]]'s Western agent for the Tetris brand, lost the game console rights (see [[History]]).<br />
<br />
The game gives line clearing bonuses only after completing each 30 lines.<br />
<br />
== Rotation rules ==<br />
[[Image:Tengen-pieces.png|200px]]<br />
*Pieces spawn with left side of bounding box at column 5 and top at row 22.<br />
*Rotations in all states touch left and top of bounding box. Exception: vertical I, which is placed in the second column from the left.<br />
*Same 1 square to the left wallkick rule as arcade original!<br />
*All tetrominoes become the same color when they lock, due to limitations of the NES picture memory. This color varies from level to level.<br />
<br />
== External links ==<br />
*[http://web.archive.org/web/20061214024051/http://www.classicgaming.com/rotw/ttetris.shtml Classic Gamings Tengen Tetris Page]<br />
*[http://www.blockstats.org/games/NES_Tengen.html Blockstats Tengen Tetris Page]<br />
<br />
[[Category:Games List]]</div>Muf