Tetris The Grand Master (series): Difference between revisions
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*2005 [[Tetris The Grand Master 3 Terror-Instinct]] or Ti | *2005 [[Tetris The Grand Master 3 Terror-Instinct]] or Ti | ||
*2005 [[Tetris The Grand Master Ace]] | *2005 [[Tetris The Grand Master Ace]] | ||
*Unreleased [[Tetris The Grand Master 4 The Masters of Round]] | |||
==TGM pages needs == | ==TGM pages needs == | ||
Compile data and order them in a logical menu. Please be comprehensive of the article writing progress and follow this convention : | Compile data and order them in a logical menu. Please be comprehensive of the article writing progress and follow this convention: | ||
* <tt>25% </tt>[[Image:25%.png]] : empty or simple draft. | * <tt>25% </tt>[[Image:25%.png]]: empty or simple draft. | ||
* <tt>50% </tt>[[Image:50%.png]]: outline summary. | * <tt>50% </tt>[[Image:50%.png]]: outline summary. | ||
* <tt>75% </tt>[[Image:75%.png]]: good summary. | * <tt>75% </tt>[[Image:75%.png]]: good summary. | ||
* <tt>100% </tt>[[Image:100%.png]]: consistent and serious summary (always perfectible). | * <tt>100% </tt>[[Image:100%.png]]: consistent and serious summary (always perfectible). | ||
=== Terms/Legend [[Image:50%.png]]=== | === Terms/Legend [[Image:50%.png]]=== | ||
There is a lot of appellation standard on Tetris Games and TGM have interesting specification. To avoid confusion we list the basics in the a [[TGM legend|specific definition page]]. | |||
There is a lot of | |||
=== Game mode Achievement [[Image:25%.png]]=== | |||
{{Expand section}} | |||
=== Rotation system [[Image:25%.png]]=== | === Rotation system [[Image:25%.png]]=== | ||
The TGM series use several rotation system but the primary is the [[TGM legend#ARS|Arika Rotation System (ARS)]]. TGM1 and TGM2 shares same ARS system. TGM3 have two distinct system named Classic (extended ARS) and [[TGM legend#SRS|World (SRS)]]. TGM ACE propose three systems SRS, ARS1 and ARS2. | The TGM series use several rotation system but the primary is the [[TGM legend#ARS|Arika Rotation System (ARS)]]. TGM1 and TGM2 shares same ARS system. TGM3 have two distinct system named Classic (extended ARS) and [[TGM legend#SRS|World (SRS)]]. TGM ACE propose three systems SRS, ARS1 and ARS2. | ||
The ARS inherits its | The ARS inherits its tetromino colors and rotation rules from Sega's 1988 arcade version of Tetris, and expands it by including compensations (wall-kicks), allowing pieces to rotate in tight spots. | ||
See [[TGM Rotation]] for further explanation. | See [[TGM Rotation]] for further explanation. | ||
==== Basic block control flow [[Image:25%.png]]==== | ==== Basic block control flow [[Image:25%.png]]==== | ||
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## Check a block actions. (Actions effect following the below sequence in a frame.) | ## Check a block actions. (Actions effect following the below sequence in a frame.) | ||
### Rotation | ### Rotation | ||
### | ### Horizontal Move | ||
### Vertical Drop | ### Vertical Drop | ||
## Check to lock a block | ## Check to lock a block | ||
Please see 'course on TGM' for details. http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm (Japanese, but includes animation GIFs.) | Please see 'course on TGM' for details. http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm (Japanese, but includes animation GIFs.) | ||
==== Parameters [[Image:25%.png]]==== | ==== Parameters [[Image:25%.png]]==== | ||
Aside from fall speed, the speed of gameplay in TGM is affected by these other 4 parameters. | |||
Aside from fall speed, the speed of gameplay in TGM is | {| class="wikitable" | ||
{| | |||
! Name | ! Name | ||
! Description | ! Description | ||
|- | |- | ||
! Appearance Delay (出現時間 - shutsugen jikan, ARE) | ! Appearance Delay (出現時間 - shutsugen jikan, ARE) | ||
| The frames between a last block locked to a new block appears. Is this called | | The number of frames between a last block locked to a new block appears. Is this called 'ARE'. During this delay, players can input actions for DAS charging and IRS. | ||
|- | |- | ||
! Delayed Auto Shift Delay (横溜め時間 - yokotame jikan) | ! Delayed Auto Shift Delay (横溜め時間 - yokotame jikan) | ||
| The frames | | The number of frames of delayed auto shift. Holding left or right for the specified amount of frames, horizontal movement will be 1G. | ||
|- | |- | ||
! Lock Delay (接着時間/固定時間 - setchaku jikan or kotei jikan) | ! Lock Delay (接着時間/固定時間 - setchaku jikan or kotei jikan) | ||
Line 65: | Line 58: | ||
=== Time Attack [[Image:25%.png]]=== | === Time Attack [[Image:25%.png]]=== | ||
{{Expand section}} | |||
=== 20G build [[Image:25%.png]]=== | === 20G build [[Image:25%.png]]=== | ||
20G is when it takes one frame for the block to hit the bottom of the play field. | 20G is when it takes one frame for the block to hit the bottom of the play field. | ||
See: | |||
* http://www13.plala.or.jp/TETRiS_TGM/kouza/5.htm | * http://www13.plala.or.jp/TETRiS_TGM/kouza/5.htm | ||
* http://www13.plala.or.jp/TETRiS_TGM/kouza/6.htm | * http://www13.plala.or.jp/TETRiS_TGM/kouza/6.htm | ||
* http://www13.plala.or.jp/TETRiS_TGM/kouza/7.htm | * http://www13.plala.or.jp/TETRiS_TGM/kouza/7.htm | ||
=== Blinded challenge [[Image:25%.png]]=== | |||
{{Expand section}} | |||
See: | |||
* http://www13.plala.or.jp/TETRiS_TGM/kouza/16.htm (bottom page) | |||
=== Wall Kick Analysis [[Image:25%.png]]=== | === Wall Kick Analysis [[Image:25%.png]]=== | ||
{{Expand section}} | |||
See: | |||
* http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm | * http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm | ||
* http://www13.plala.or.jp/TETRiS_TGM/kouza/8.htm | * http://www13.plala.or.jp/TETRiS_TGM/kouza/8.htm | ||
=== Synchro Analysis [[Image:25%.png]]=== | === Synchro Analysis [[Image:25%.png]]=== | ||
See middle of http://www13.plala.or.jp/TETRiS_TGM/kouza/7.htm | |||
In a frame, actions effect in order 'Rotation -> Move -> Drop'. | In a frame, actions effect in order 'Rotation -> Move -> Drop'. | ||
If player | If player rotates without DAS to left | ||
# Rotate Block | # Rotate Block | ||
# No Move | # No Move | ||
# Drop Block | # Drop Block | ||
If player | If player rotates with DAS to left | ||
# Rotate Block | # Rotate Block | ||
# '''Move Left Block''' | # '''Move Left Block''' | ||
# Drop Block | # Drop Block | ||
More advanced technics are described in http://www13.plala.or.jp/TETRiS_TGM/kouza/12.htm | |||
* | === Miscellaneous tips [[Image:25%.png]]=== | ||
* 4 directional Arcade Stick limitation need | |||
{{Arika games}} | {{Arika games}} |
Revision as of 12:44, 2 January 2019
Games
- 1998 Tetris The Grand Master
- 2000 Tetris The Absolute The Grand Master 2 or T.A.
- 2000 Tetris The Absolute The Grand Master 2 PLUS or TAP
- 2005 Tetris The Grand Master 3 Terror-Instinct or Ti
- 2005 Tetris The Grand Master Ace
- Unreleased Tetris The Grand Master 4 The Masters of Round
TGM pages needs
Compile data and order them in a logical menu. Please be comprehensive of the article writing progress and follow this convention:
- 25% File:25%.png: empty or simple draft.
- 50% File:50%.png: outline summary.
- 75% File:75%.png: good summary.
- 100% File:100%.png: consistent and serious summary (always perfectible).
Terms/Legend File:50%.png
There is a lot of appellation standard on Tetris Games and TGM have interesting specification. To avoid confusion we list the basics in the a specific definition page.
Game mode Achievement File:25%.png
Rotation system File:25%.png
The TGM series use several rotation system but the primary is the Arika Rotation System (ARS). TGM1 and TGM2 shares same ARS system. TGM3 have two distinct system named Classic (extended ARS) and World (SRS). TGM ACE propose three systems SRS, ARS1 and ARS2.
The ARS inherits its tetromino colors and rotation rules from Sega's 1988 arcade version of Tetris, and expands it by including compensations (wall-kicks), allowing pieces to rotate in tight spots. See TGM Rotation for further explanation.
Basic block control flow File:25%.png
- Check the Initial Rotation
- A new block appears
- loop until a block locked.
- Check a block actions. (Actions effect following the below sequence in a frame.)
- Rotation
- Horizontal Move
- Vertical Drop
- Check to lock a block
- Check a block actions. (Actions effect following the below sequence in a frame.)
Please see 'course on TGM' for details. http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm (Japanese, but includes animation GIFs.)
Parameters File:25%.png
Aside from fall speed, the speed of gameplay in TGM is affected by these other 4 parameters.
Name | Description |
---|---|
Appearance Delay (出現時間 - shutsugen jikan, ARE) | The number of frames between a last block locked to a new block appears. Is this called 'ARE'. During this delay, players can input actions for DAS charging and IRS. |
Delayed Auto Shift Delay (横溜め時間 - yokotame jikan) | The number of frames of delayed auto shift. Holding left or right for the specified amount of frames, horizontal movement will be 1G. |
Lock Delay (接着時間/固定時間 - setchaku jikan or kotei jikan) | The number of frames until a piece locks down and is no longer movable. If the altitude of the piece changes, the lock delay countdown will be reset. |
Line Clear Delay (消去時間 - shoukyo jikan) | The animation frames of line-clearing animations. during this time, the game accepts input for DAS / IRS / IHS. |
Time Attack File:25%.png
20G build File:25%.png
20G is when it takes one frame for the block to hit the bottom of the play field.
See:
- http://www13.plala.or.jp/TETRiS_TGM/kouza/5.htm
- http://www13.plala.or.jp/TETRiS_TGM/kouza/6.htm
- http://www13.plala.or.jp/TETRiS_TGM/kouza/7.htm
Blinded challenge File:25%.png
See:
- http://www13.plala.or.jp/TETRiS_TGM/kouza/16.htm (bottom page)
Wall Kick Analysis File:25%.png
See:
Synchro Analysis File:25%.png
See middle of http://www13.plala.or.jp/TETRiS_TGM/kouza/7.htm
In a frame, actions effect in order 'Rotation -> Move -> Drop'.
If player rotates without DAS to left
- Rotate Block
- No Move
- Drop Block
If player rotates with DAS to left
- Rotate Block
- Move Left Block
- Drop Block
More advanced technics are described in http://www13.plala.or.jp/TETRiS_TGM/kouza/12.htm
Miscellaneous tips File:25%.png
- 4 directional Arcade Stick limitation need
|