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'''''Tetris: The Grand Master''''' is a series of Tetris games developed by [[Arika]]. | |||
== Games == | == Games == | ||
== | === ''Tetris The Grand Master'' === | ||
''[[Tetris The Grand Master]]'' or ''TGM1'' was released for arcades in 1998. On December 1, 2022, a console version was released for PlayStation 4 and Nintendo Switch as an Arcade Archives title. | |||
=== | === ''Tetris The Absolute The Grand Master 2'' === | ||
''[[Tetris The Absolute The Grand Master 2]]'' or ''T.A.'' was released for arcades in October of 2000. A free upgrade to the game, titled ''Tetris The Absolute The Grand Master 2 PLUS'' or ''TAP'', was released for arcades in December. | |||
=== | === ''Tetris The Grand Master 3 Terror-Instinct'' === | ||
- | ''[[Tetris The Grand Master 3 Terror-Instinct]]'' or ''Ti'' was released for arcades in Japan in 2005. | ||
=== ''Tetris The Grand Master Ace'' === | |||
''[[Tetris The Grand Master Ace]]'' was released alongside the Xbox 360 in Japan as a launch title on December 10, 2005. | |||
=== | === ''Tetris The Grand Master 4 The Masters of Round'' === | ||
''[[Tetris The Grand Master 4 The Masters of Round]]'' or ''TMOR'' is an unreleased sequel for arcades. The game is scheduled to be released in 2025.<ref>https://twitter.com/tetris_official/status/1839714663509934524</ref> | |||
The ARS | == Gameplay == | ||
=== Rotation system === | |||
{{main|Arika Rotation System}} | |||
The ''TGM'' series uses various rotation system but the primary one is the '''Arika Rotation System''' (ARS). ''TGM1'' and ''TGM2'' both use ARS. ''TGM3'' has two distinct systems used in Classic (extended ARS) and World ([[SRS]]). ''TGM ACE'' uses three systems SRS, ARS1 and ARS2. | |||
ARS inherits its [[tetromino]] colors and rotation rules from [[Tetris (Sega)|Sega's 1988 arcade version of ''Tetris'']], and expands it by implementing [[wall kick]]s, which allow pieces to rotate in tight spots. | |||
=== Initial Rotation System === | |||
[[Rotate#IRS|Initial rotation system]] or IRS is a ability to rotate a piece before it appears by holding a rotate button during the appearance delay. | |||
==== | === Delayed Auto Shift Delay === | ||
[[DAS|Delayed auto shift delay]] (横溜め時間 ''yokotame jikan'') or DAS is 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 === | |||
[[Lock delay]] (接着時間/固定時間 ''setchaku jikan'' or ''kotei jikan'') is 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 === | ||
Line clear delay (消去時間 ''shoukyo jikan'') is the animation frames of line-clearing animations. During delays, the game accepts input for DAS, IRS, and IHS. | |||
=== | === Appearance Delay === | ||
[[ARE|Appearance delay]] (出現時間 ''shutsugen jikan'') or ARE is the number of frames between a last block locked to a new block appears. During this delay, players can input actions for DAS charging and IRS. | |||
=== Time attack === | |||
A large amount of mechanics in the game for assessing the performance of the player is tied to time, including the [[Grade Recognition System]] in TGM2 and the [[Tetris_The_Grand_Master_3_Terror-Instinct#Section_COOL.2FREGRET_system|Section COOL/REGRET system]] in TGM3. Therefore, it is incentivized to play faster in order to achieve a better grade. Also, as a timer is shown in-game, it is easy for players to compare against one another for speed. | |||
Time attacks are popular for the series, especially for TGM1, where the conditions for the GM grade is relatively easier to achieve compared to its sequels, making time the main aspect to further compare runs. | |||
=== 20G build === | |||
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 | ||
=== | === Invisible credits roll === | ||
In TGM2 and TGM3, if the player finishes all 999 levels, the credits roll, and the player is able to still play during it. However, it is possible that the pieces become invisible immediately after locking. This is called the [[Grade_Recognition_System#Credit_roll|M-roll]] in TGM2 and [[Tetris_The_Grand_Master_3_Terror-Instinct#Staff_roll_grading_system|invisible roll]] in TGM3. Both credit rolls play a role in determining the final grade awarded. | |||
See: | |||
* http://www13.plala.or.jp/TETRiS_TGM/kouza/16.htm (bottom page) | |||
=== Wall | === Wall kick analysis === | ||
{{Expand section}} | |||
=== Synchro analysis === | |||
=== Synchro | |||
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 === | |||
* 4 directional Arcade Stick limitation need | |||
=== | === Basic block control flow === | ||
# 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 | |||
== Development == | |||
{{expand section}} | |||
[[ | == See also == | ||
* [[Tetris The Grand Master (series)/OSSC|Open Source Scan Converter settings]] | |||
{{Arika games}} |
Latest revision as of 12:49, 25 October 2024
Tetris: The Grand Master is a series of Tetris games developed by Arika.
Games
Tetris The Grand Master
Tetris The Grand Master or TGM1 was released for arcades in 1998. On December 1, 2022, a console version was released for PlayStation 4 and Nintendo Switch as an Arcade Archives title.
Tetris The Absolute The Grand Master 2
Tetris The Absolute The Grand Master 2 or T.A. was released for arcades in October of 2000. A free upgrade to the game, titled Tetris The Absolute The Grand Master 2 PLUS or TAP, was released for arcades in December.
Tetris The Grand Master 3 Terror-Instinct
Tetris The Grand Master 3 Terror-Instinct or Ti was released for arcades in Japan in 2005.
Tetris The Grand Master Ace
Tetris The Grand Master Ace was released alongside the Xbox 360 in Japan as a launch title on December 10, 2005.
Tetris The Grand Master 4 The Masters of Round
Tetris The Grand Master 4 The Masters of Round or TMOR is an unreleased sequel for arcades. The game is scheduled to be released in 2025.[1]
Gameplay
Rotation system
- Main article: Arika Rotation System
The TGM series uses various rotation system but the primary one is the Arika Rotation System (ARS). TGM1 and TGM2 both use ARS. TGM3 has two distinct systems used in Classic (extended ARS) and World (SRS). TGM ACE uses three systems SRS, ARS1 and ARS2.
ARS inherits its tetromino colors and rotation rules from Sega's 1988 arcade version of Tetris, and expands it by implementing wall kicks, which allow pieces to rotate in tight spots.
Initial Rotation System
Initial rotation system or IRS is a ability to rotate a piece before it appears by holding a rotate button during the appearance delay.
Delayed Auto Shift Delay
Delayed auto shift delay (横溜め時間 yokotame jikan) or DAS is 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
Lock delay (接着時間/固定時間 setchaku jikan or kotei jikan) is 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
Line clear delay (消去時間 shoukyo jikan) is the animation frames of line-clearing animations. During delays, the game accepts input for DAS, IRS, and IHS.
Appearance Delay
Appearance delay (出現時間 shutsugen jikan) or ARE is the number of frames between a last block locked to a new block appears. During this delay, players can input actions for DAS charging and IRS.
Time attack
A large amount of mechanics in the game for assessing the performance of the player is tied to time, including the Grade Recognition System in TGM2 and the Section COOL/REGRET system in TGM3. Therefore, it is incentivized to play faster in order to achieve a better grade. Also, as a timer is shown in-game, it is easy for players to compare against one another for speed.
Time attacks are popular for the series, especially for TGM1, where the conditions for the GM grade is relatively easier to achieve compared to its sequels, making time the main aspect to further compare runs.
20G build
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
Invisible credits roll
In TGM2 and TGM3, if the player finishes all 999 levels, the credits roll, and the player is able to still play during it. However, it is possible that the pieces become invisible immediately after locking. This is called the M-roll in TGM2 and invisible roll in TGM3. Both credit rolls play a role in determining the final grade awarded.
See:
- http://www13.plala.or.jp/TETRiS_TGM/kouza/16.htm (bottom page)
Wall kick analysis
Synchro analysis
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
- 4 directional Arcade Stick limitation need
Basic block control flow
- 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.)
Development
See also
|