http://tetris.wiki/history/Grade_Recognition_System?feed=atom&Grade Recognition System - Revision history2024-03-28T15:02:51ZRevision history for this page on the wikiMediaWiki 1.39.3http://tetris.wiki/index.php?title=Grade_Recognition_System&diff=24730&oldid=prevSimonlc at 18:23, 29 November 20232023-11-29T18:23:12Z<p></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 18:23, 29 November 2023</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==== The Absolute ====</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==== The Absolute ====</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;"><div class="mw-collapsible mw-collapsed"></del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In the non-Plus version of ''TGM2'', the M grade is awarded as soon as the M-Roll begins, and survival results in the GM grade.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In the non-Plus version of ''TGM2'', the M grade is awarded as soon as the M-Roll begins, and survival results in the GM grade.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;"><div class="mw-collapsible-content"></del></div></td><td colspan="2" class="diff-side-added"></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The conditions for the M-Roll are currently believed to include at least the following:</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The conditions for the M-Roll are currently believed to include at least the following:</div></td></tr>
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</table>Simonlchttp://tetris.wiki/index.php?title=Grade_Recognition_System&diff=19964&oldid=prevSimonlc: /* Points formula */2019-11-20T19:05:07Z<p><span dir="auto"><span class="autocomment">Points formula</span></span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 19:05, 20 November 2019</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|} </div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|} </div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Finally, depending on the level after the clear, one of four level multipliers is applied to the awarded grade points. This equals <math>1 + \left \lfloor level / 250 \right \rfloor</math>, or equivalently a value from the following lookup table:</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Finally, depending on the level after the clear, one of four level multipliers is applied to the awarded grade points. This equals <math>1 + \left \lfloor <ins style="font-weight: bold; text-decoration: none;">\text {</ins>level<ins style="font-weight: bold; text-decoration: none;">} </ins>/ 250 \right \rfloor</math>, or equivalently a value from the following lookup table:</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{| class="wikitable"</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{| class="wikitable"</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|+ Level Multiplier</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>|+ Level Multiplier</div></td></tr>
</table>Simonlchttp://tetris.wiki/index.php?title=Grade_Recognition_System&diff=19766&oldid=prevSumez: /* Decay */2019-10-03T09:01:01Z<p><span dir="auto"><span class="autocomment">Decay</span></span></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 09:01, 3 October 2019</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Fighting against the player is a decay rate, which decrements the internal points by one each period. As the player increases internal grades, the decay rate increases, increasing the difficulty of reaching higher grades.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Fighting against the player is a decay rate, which decrements the internal points by one each period. As the player increases internal grades, the decay rate increases, increasing the difficulty of reaching higher grades.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Points will continually drain away, potentially back to zero<del style="font-weight: bold; text-decoration: none;">, for every frame of gameplay that the player has control of a tetromino and doesn't have a combo going<small>[clarification needed]</small></del>. The decay rate is dependent on the player's current internal grade and is shown on the table below in frames/1 point.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Points will continually drain away, potentially back to zero. The decay rate is dependent on the player's current internal grade and is shown on the table below in frames/1 point<ins style="font-weight: bold; text-decoration: none;">.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">The timer that controls this decay rate will reset every time the internal grade increases, and will count up</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">for every frame of gameplay that the player has more than 0 points, has control of a tetromino, and doesn't have an active combo multiplier (so if a combo starts with a single, the decay will not be stalled until the player makes at least a double)</ins>.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=== Points formula ===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=== Points formula ===</div></td></tr>
</table>Sumezhttp://tetris.wiki/index.php?title=Grade_Recognition_System&diff=19743&oldid=prevSimonlc: Created page with "'''Grade Recognition System''' ('''GRS''') is the system used for determining the awarded grade for a performance in the TGM series. <!-- blurb about dan rankings --> <!-..."2019-09-27T08:21:58Z<p>Created page with "'''Grade Recognition System''' ('''GRS''') is the system used for determining the awarded grade for a performance in the <a href="/TGM_series" class="mw-redirect" title="TGM series">TGM series</a>. <!-- blurb about dan rankings --> <!-..."</p>
<p><b>New page</b></p><div>'''Grade Recognition System''' ('''GRS''') is the system used for determining the awarded grade for a performance in the [[TGM series]].<br />
<br />
<!-- blurb about dan rankings --> <!-- blurb about dan rankings in BPS ST3 --><br />
<br />
== Tetris The Grand Master ==<br />
In ''TGM'', grades 9&ndash;S9 are entirely determined by score. A grades is awarded to the player when they reach the score threshold of the grade. The final grade, GM, has special requirements that must also be met as well as score.<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 />
|+'''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 />
<br />
=== GM requirements ===<br />
When the player attains the GM grade, the credits will roll behind the [[playfield]], and the player can continue to play until the end or they [[top out]]. Play during the credit roll does not affect the final ranking.<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 />
== The Absolute Plus ==<br />
<br />
{| border="2" cellpadding="2" cellspacing="0" style="float: right; margin-top:1em; margin-bottom:1em; margin-left: 1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"<br />
|+'''Internal Grade System'''{{efn|RAM Locations:<br />
*Internal Grade: 06079378<br />
*Internal Grade Points: 06079379}}<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"|Line clear base value:<br />
|-<br />
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris<br />
|- bgcolor="#EFEFEF" align = center<br />
| 0 || 9 || bgcolor="#CCBBFF"|125 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|40 || bgcolor="#FFD3AC"|50<br />
|- bgcolor="#D4D4D4" align = center<br />
| 1 || 8 || 80 || 10 || 20 || 30 || 40<br />
|- bgcolor="#EFEFEF" align = center<br />
| 2 || 7 || bgcolor="#CCBBFF"|80 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|30 || bgcolor="#FFD3AC"|40<br />
|- bgcolor="#D4D4D4" align = center<br />
| 3 || 6 || 50 || 10 || 15 || 30 || 40<br />
|- bgcolor="#EFEFEF" align = center<br />
| 4 || 5 || bgcolor="#CCBBFF"|45 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|15 || bgcolor="#FFFF88"|20 || bgcolor="#FFD3AC"|40<br />
|- bgcolor="#D4D4D4" align = center<br />
| 5 || 4 || 45 || 5 || 15 || 20 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 6 || 4 || 45 || 5 || 10 || 20 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 7 || 3 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 8 || 3 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 9 || 2 || 40 || 5 || 10 || 15 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 10 || 2 || 40 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 11 || 2 || 40 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 12 || 1 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 13 || 1 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 14 || 1 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 15 || S1 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 16 || S1 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 17 || S1 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 18 || S2 || bgcolor="#CCBBFF"|20 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 19 || S3 || 20 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 20 || S4 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 21 || S4 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 22 || S4 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 23 || S5 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 24 || S5 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 25 || S6 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 26 || S6 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 27 || S7 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 28 || S7 || 15 || 2 || 12 || 13 || 30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 29 || S8 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#EFEFEF" align = center<br />
| 30 || S8 || bgcolor="#CCBBFF"|10 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30<br />
|- bgcolor="#D4D4D4" align = center<br />
| 31 || S9 || 10 || 2 || 12 || 13 || 30<br />
|}<br />
<br />
''The Absolute'' and ''The Absolute Plus'' introduces a new system for calculating a player's grade. Unlike ''TGM'', the score is not used to determine the grade.<br />
<br />
=== Internal points ===<br />
This new system uses a set of internal grades, which correlate to a displayed grade. Multiple internal grades can correspond to the same displayed grade. For example, internal grades 20 through 22 could be thought of as S4-, S4, and S4+, but ''TAP'' does not display these differently. Although it is possible to continue increasing the internal grade beyond 31, the displayed grade will stop at S9. Internal grades use a points system that increase every time the player clears a line. When this counter reaches 100, it is reset, and the player increases one internal grade.<br />
<br />
=== Decay ===<br />
Fighting against the player is a decay rate, which decrements the internal points by one each period. As the player increases internal grades, the decay rate increases, increasing the difficulty of reaching higher grades.<br />
<br />
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<small>[clarification needed]</small>. The decay rate is dependent on the player's current internal grade and is shown on the table below in frames/1 point.<br />
<br />
=== Points formula ===<br />
The number of points awarded is dependent on 4 variables:<br />
* Number of lines cleared: A Tetris line clear is worth more than a triple line clear and so on.<br />
* Internal grade: A higher internal grade means less points per line clears.<br />
* Combo multiplier: The line clear's 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. <!-- (verify Note that Tetrises are an exception to this. They will score the same number of points regardless of their position in a combo. --><br />
* Level: The player's level after the line clear.<br />
<br />
The following formula determines the points awarded by a particular line clear. The "ceil" indicates that when the Combo Multiplier is applied to the Base Value, the game rounds the multiplication up.<br />
<br />
: <math>\text {Awarded Internal Points} = \left \lceil \text {Base Value} \times \text {Combo Multiplier} \right \rceil \times \text {Level Multiplier}</math><br />
<br />
Depending on the number of rows cleared and the current size of the combo, a different combo multiplier is applied in the formula.<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. This equals <math>1 + \left \lfloor level / 250 \right \rfloor</math>, or equivalently a value from the following lookup table:<br />
{| class="wikitable"<br />
|+ Level Multiplier<br />
|-<br />
! Level || Multiplier<br />
|-<br />
| 000-249 || 1<br />
|-<br />
| 250-499 || 2 <br />
|-<br />
| 500-749 || 3 <br />
|-<br />
| 750-999 || 4 <br />
|} <br />
<br />
E.g., At level 555, Grade 1, clearing 2 doubles in a combo, the first and second doubles respectively will be worth:<br />
<br />
: <math>\left \lceil 12 \times 1.0 \right \rceil \times (1 + \left \lfloor 555 / 250 \right \rfloor) = 12 \times 3 = 36</math><br />
<br />
: <math>\left \lceil 12 \times 1.4 \right \rceil \times (1 + \left \lfloor 558 / 250 \right \rfloor) = 17 \times 3 = 51</math><br />
<br />
This system rewards non-singles in steadily increasing speeds.<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. E.g., <math>\left \lceil 30 \times 1.0 \right \rceil \times (1 + \left \lfloor 750 / 250 \right \rfloor) = 30 \times 4 = 120</math><br />
* The level multiplier is significant. When the player enter section 700 and the music changes, it is a good idea to stack high in order to clear more lines after level 750. Combined with the previous observation, 2 Tetrises will get the player 2 internal grades instead of only 1, doubling the 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 />
=== Credit roll ===<br />
When a player finishes the game with 999 levels, the end credits roll behind the playfield, similarly to ''TGM''. One of two credit roll types are possible, the Fading Roll, and the M-Roll. The Fading Roll is a semi-invisible roll, where pieces fade out from the stack 4 seconds after being added. Clearing the fading roll will award the player an Orange line ranking, in which an orange line appears under the ranking on the leaderboard screen. These rankings are ranked higher than the regular green line rankings.<br />
<br />
The M-Roll is an invisible challenge, as soon as a piece locks it becomes invisible. If the player unlocks the M-Roll and does not clear it, they are awarded the M grade. If the M-Roll is cleared with less than 32 lines cleared, a Green line GM is awarded. Finally, if the M-Roll is cleared with 32 or more lines cleared, an Orange line GM is awarded, the highest possible ranking.<ref>http://tetrisconcept.net/threads/tap-master.24/page-10#post-1860</ref><ref>http://tetrisconcept.net/threads/the-m-roll-true-conditions.782/#post-24980</ref><br />
<br />
If the M-Roll isn't unlocked, Orange line is awarded for simply clearing the credit roll.<br />
<br />
==== The Absolute Plus ====<br />
The conditions for the M-Roll are 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 />
==== The Absolute ====<br />
<div class="mw-collapsible mw-collapsed"><br />
In the non-Plus version of ''TGM2'', the M grade is awarded as soon as the M-Roll begins, and survival results in the GM grade.<br />
<br />
<div class="mw-collapsible-content"><br />
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"|000-500 || ≤ 360 seconds (≤ 06:00:00) || bgcolor="#FFD3AC"| ||bgcolor="#D7ECC6"|<br />
|- align = center<br />
| bgcolor="#C4E8E8"|000-999 || ≤ 570 seconds (≤ 09:30:00) || bgcolor="#FFD3AC"| ||bgcolor="#D7ECC6"|S9<br />
|- align = center<br />
| bgcolor="#C4E8E8"|000-100 || ≤ 90 seconds (≤ 01:30:00)||bgcolor="#FFD3AC"| ≥ 1||bgcolor="#D7ECC6"|<br />
|- align = center<br />
| bgcolor="#C4E8E8"|100-200 || || bgcolor="#FFD3AC"| ≥ 1||bgcolor="#D7ECC6"|<br />
|- align = center<br />
| bgcolor="#C4E8E8"|200-300 || || bgcolor="#FFD3AC"| ≥ 1||bgcolor="#D7ECC6"|<br />
|- align = center<br />
| bgcolor="#C4E8E8"|300-400 || || bgcolor="#FFD3AC"| ≥ 1||bgcolor="#D7ECC6"|<br />
|- align = center<br />
| bgcolor="#C4E8E8"|400-500 || || bgcolor="#FFD3AC"| ≥ 1||bgcolor="#D7ECC6"|<br />
|- align = center<br />
| bgcolor="#C4E8E8"|500-600 || ≤ average of the first 5 section times (rounded down)|| bgcolor="#FFD3AC"| ≥ 1||bgcolor="#D7ECC6"|<br />
|- align = center<br />
| bgcolor="#C4E8E8"|600-700 || ≤ average of the first 5 section times (rounded down)|| bgcolor="#FFD3AC"| ≥ 1||bgcolor="#D7ECC6"|<br />
|- align = center<br />
| bgcolor="#C4E8E8"|700-800 || ≤ average of the first 5 section times (rounded down)|| bgcolor="#FFD3AC"| ≥ 1||bgcolor="#D7ECC6"|<br />
|- align = center<br />
| bgcolor="#C4E8E8"|800-900 || ≤ average of the first 5 section times (rounded down)|| bgcolor="#FFD3AC"| ≥ 1||bgcolor="#D7ECC6"|<br />
|- align = center<br />
| bgcolor="#C4E8E8"|900-999 || ≤ 45 seconds (≤ 00:45:00)||bgcolor="#FFD3AC"| ||bgcolor="#D7ECC6"|<br />
|}<br />
</div></div><br />
<br />
<!--<br />
== Terror-Instinct ==<br />
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.<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 />
===== 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.<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 />
| valign="top" |<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Baseline Section COOL Conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level<br />
!bgcolor="#66BB55"|Section Time<br />
|-<br />
| bgcolor="#C4E8E8"|0-70<br />
| bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-170<br />
| bgcolor="#D7ECC6"|52:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-270<br />
| bgcolor="#D7ECC6"|49:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-370<br />
| bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-470<br />
| bgcolor="#D7ECC6"|45:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-570<br />
| bgcolor="#D7ECC6"|42:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-670<br />
| bgcolor="#D7ECC6"|42:00<br />
|-<br />
| bgcolor="#C4E8E8"|700-770<br />
| bgcolor="#D7ECC6"|38:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-870<br />
| bgcolor="#D7ECC6"|38:00<br />
|-<br />
|}<br />
|<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|+'''Section REGRET Conditions'''<br />
|-<br />
!bgcolor="#80A3F8"|Level<br />
!bgcolor="#FFA069"|Section Time<br />
|-<br />
| bgcolor="#C4E8E8"|0-99<br />
| bgcolor="#FFD3AC"|1:30:00<br />
|-<br />
| bgcolor="#C4E8E8"|100-199<br />
| bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|200-299<br />
| bgcolor="#FFD3AC"|1:15:00<br />
|-<br />
| bgcolor="#C4E8E8"|300-399<br />
| bgcolor="#FFD3AC"|1:08:00<br />
|-<br />
| bgcolor="#C4E8E8"|400-499<br />
| bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|500-599<br />
| bgcolor="#FFD3AC"|1:00:00<br />
|-<br />
| bgcolor="#C4E8E8"|600-699<br />
| bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|700-799<br />
| bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|800-899<br />
| bgcolor="#FFD3AC"|50:00<br />
|-<br />
| bgcolor="#C4E8E8"|900-999<br />
| bgcolor="#FFD3AC"|50:00<br />
|-<br />
|}<br />
|}<br />
===== 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 />
:<nowiki>*</nowiki>Clear denotes whether the player survived the staff roll or not.<br />
<br />
==== User Accounts and Exams ====<br />
A feature new to TGM3 is the ability to hold user accounts. When a player starts the game, they will be asked to either log in, create a new account, or play without using an account. Small advantages of this include not having to enter your initials at the end of every record-setting game as well as having a set of personal bests for each mode always on display in the top right corner of the play area.<br />
<br />
The larger point of having user accounts is to assign each player a "qualified class" for Master Mode. In short, a player begins at the lowest class of 9, but if they consistently receive a grade in Master Mode higher than their current qualification, the game will randomly decide whether to give the player a "Promotional Exam" for a higher grade upon each new game. If the player passes, which is merely a matter of attaining that exam's grade or higher, then their new qualified class will be increased to that grade.<br />
<br />
If the game decides to give the player a promotional exam upon the start of a new game of Master Mode, the tetrion will shake for a moment, the frame will turn gold and text will appear describing the class for which the player is receiving an exam. If the game ends for any reason, the tetrion will shake again and text will appear telling the player whether they passed or failed.<br />
<br />
The player can also receive a "Demotion Exam" if the player 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.<ref>http://harddrop.com/forums/index.php?showtopic=7350</ref><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 />
== Notes ==<br />
{{notelist}}<br />
<br />
== References ==<br />
<references /><br />
{{Arika games}}</div>Simonlc