Tetris The Grand Master (series): Difference between revisions

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==TGM pages needs ==
'''''Tetris: The Grand Master''''' is a series of Tetris games developed by [[Arika]].
Compile data and order them in a logical menu


=== Terms/Legend ===
== Games ==
please follow the dedicated page for the [[TGM legend]]<br>
see also [[ARE]] (should find a better place for this definition)


=== Game mode Achievment ===
=== ''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. On June 1, 2023, a console version was released for PlayStation 4 and Nintendo Switch as an Arcade Archives title.
=== ''Tetris The Grand Master 3 Terror-Instinct'' ===
''[[Tetris The Grand Master 3 Terror-Instinct]]'' or ''Ti'' was released for arcades in Japan in February, 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 a canceled sequel for arcades that was announced in 2009.
=== ''Tetris The Grand Master 4 Absolute Eye'' ===
''[[Tetris The Grand Master 4 Absolute Eye]]'' is the fourth game in the main series. The game is scheduled to be released in 2025.<ref>https://twitter.com/tetris_official/status/1839714663509934524</ref>
== Gameplay ==
=== Rotation system ===
=== Rotation system ===
ok you certainly know the basics, but certainly it's not sufficient if you want to become a Gm Class player.
{{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.


I'm a Japanese TGM player. Although I'm not a Gm Class player, I write some articles.
=== Initial Rotation System ===
So there are not certainly. And I hope that you could understand my poor English...
[[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.


Rotation system is based on [[Tetris (Sega)]].
=== Delayed Auto Shift Delay ===
So there are many differences from the "World Rule" of The Tetris Company.
[[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.
I write about "Tetris the Grand Master". It is an origin of "Tetris The Grand Master Series".  


Attention: ''Block'' means tetromino.
=== 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.


Re above section: This is one part where the usage of the word is different between Japanese and English. In Japanese, the word "block" can refer to a tetromino piece or a single grid cell; However, in English, the word "block" is used to refer to a grid cell while the word "piece" is used to refer to a tetromino piece. As this document is in English, the writer of this section proposes that we follow the English usage in this wiki.
=== 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.


==== Basic block control flow ====
=== Appearance Delay ===
# Check the Initial Rotation
[[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.
# A new block appears
# loop until a block locked.
## Check a block actions. (Actions effect following the below sequence in a frame.)
### Rotation
### Horizonal Move
### Vertical Drop
## Check to lock a block


==== Rotation Rules and Piece Colors====
=== Time attack ===
TGM inherits its piece colors and rotation rules from Sega's 1988 arcade version of Tetris. It expands upon Sega's rotation rules by including compensations, allowing pieces to rotate in tight spots.
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.
{| border="1" cellspacing="0" cellpadding="5" align="center"
! I
! O
! T
! S
! Z
! J
! L
|-  
| Red
| Yellow
| Cyan
| Purple
| Green
| Blue
| Orange
|}


{| align="right" style="padding-right:20px;"
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.
|{{pos|=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | |z| |=
| | | | | | | | |z| |=
| | | | | | | | |z| |=
| | | | | | | | |z| |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| |s| | | |t| | | | |=
|s|s|l|l|l|t|t| | | |=
|s|i|l|o|o|j|t| | | |=
|i|i|i|o|o|j|j|j| | |=
}}
|}


Please see 'course on TGM' for details. http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm (Japanese, but includes animation GIFs.)
=== 20G build ===
20G is when it takes one frame for the block to hit the bottom of the play field.


==== Parameters ====
See:
The speed of gameplay in TGM is basically determined by the following 4 parameters. The names given here are unofficial, as no official names are known.
* http://www13.plala.or.jp/TETRiS_TGM/kouza/5.htm
{| border="1" cellspacing="0" cellpadding="5" align="center"
* http://www13.plala.or.jp/TETRiS_TGM/kouza/6.htm
! Name
* http://www13.plala.or.jp/TETRiS_TGM/kouza/7.htm
! Description
|-
! Appearance Delay (出現時間 - shutsugen jikan, ARE)
| The frames between a last block locked to a new block appears. Is this called for 'ARE'? while this time, players can input actions for shift / IRS.
|-
! Delayed Auto Shift Delay (横溜め時間 - yokotame jikan)
| The frames to delayed auto shift. If I keep to press the left or right while the specification frames, horizonal movement is faster to 1 row per frame.
|-
! 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 ===
=== Invisible credits roll ===
stuff that you MUST learn.
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.
=== 20G build ===
see : <br>
* http://www13.plala.or.jp/TETRiS_TGM/kouza/5.htm<br>
* http://www13.plala.or.jp/TETRiS_TGM/kouza/6.htm<br>
* http://www13.plala.or.jp/TETRiS_TGM/kouza/7.htm<br>


=== blinded challenge ===
See:
see : <br>
* http://www13.plala.or.jp/TETRiS_TGM/kouza/16.htm (bottom page)
* http://www13.plala.or.jp/TETRiS_TGM/kouza/16.htm (bottom page)<br>


=== Wall Kick Analysis ===
=== Wall kick analysis ===
see :<br>
{{Expand section}}
* http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm <br>
* http://www13.plala.or.jp/TETRiS_TGM/kouza/8.htm <br>


=== Synchro Analysis ===
=== Synchro analysis ===
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 rotate without DAS to left
If player rotates without DAS to left
# Rotate Block
# Rotate Block
# No Move
# No Move
# Drop Block
# Drop Block


If player rotate with DAS to left
If player rotates with DAS to left
# Rotate Block
# Rotate Block
# '''Move Left Block'''
# '''Move Left Block'''
# Drop Block
# Drop Block


And more advanced technics descripted in http://www13.plala.or.jp/TETRiS_TGM/kouza/12.htm
More advanced technics are described in http://www13.plala.or.jp/TETRiS_TGM/kouza/12.htm
 
=== Miscellaneous tips ===
* 4 directional Arcade Stick limitation need


=== miscanellous Tips ===
=== Basic block control flow ===
* 4 directionnal Arcade Stick limitation need
# 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


== Temp Idea data ==
== Development ==
{{expand section}}


*Japanese/French support
== See also ==
* [[Tetris The Grand Master (series)/OSSC|Open Source Scan Converter settings]]
{{Arika games}}

Latest revision as of 13:53, 3 December 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. On June 1, 2023, a console version was released for PlayStation 4 and Nintendo Switch as an Arcade Archives title.

Tetris The Grand Master 3 Terror-Instinct

Tetris The Grand Master 3 Terror-Instinct or Ti was released for arcades in Japan in February, 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 a canceled sequel for arcades that was announced in 2009.

Tetris The Grand Master 4 Absolute Eye

Tetris The Grand Master 4 Absolute Eye is the fourth game in the main series. 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:

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:

Wall kick analysis

This section needs expansion. You can help TetrisWiki by expanding it.

Synchro analysis

In a frame, actions effect in order 'Rotation -> Move -> Drop'.

If player rotates without DAS to left

  1. Rotate Block
  2. No Move
  3. Drop Block

If player rotates with DAS to left

  1. Rotate Block
  2. Move Left Block
  3. 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

  1. Check the Initial Rotation
  2. A new block appears
  3. loop until a block locked.
    1. Check a block actions. (Actions effect following the below sequence in a frame.)
      1. Rotation
      2. Horizontal Move
      3. Vertical Drop
    2. Check to lock a block

Development

This section needs expansion. You can help TetrisWiki by expanding it.

See also