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==<span id="Acronyms"> Standard and usual acronyms </span>[[Image:50%.png]]==
{{merge|Glossary}}
* <tt>TGM :</tt> Tetris The Grand Master, used to refer to the series in general.
* <tt>TGM/TGM1 : </tt> Tetris The Grand Master, the first game of the series.
* <tt>TAP/TGM2 :</tt> Tetris The Absolute Grand Master 2 +.
* <tt>Ti/TGM3  :</tt> Tetris The Grand Master 3 Terror Instinct.
* <tt>ACE/TGMA :</tt> Tetris The Grand Master Ace.
* <tt>ARS :</tt> [[#ARS|Arika Rotation System]].
* <tt>SRS :</tt> [[#SRS|Super Rotation System]].
* <tt>IRS :</tt> [[#IRS|Initial Rotation System]].
* <tt>IHS :</tt> [[#IHS|Initial Hold System]].
* <tt>GRS :</tt> [[#GRS|Grade Recognition System]].
* <tt>TLS :</tt> [[#TLS|Temporary Landing System]].
* <tt>TTC :</tt> The Tetris Company.
* <tt>BPS :</tt> Bullet Proof Software / Blue Planet Software.<br><br><br><br><br>


== Basic Terms [[Image:25%.png]]==
== Standard and common acronyms ==
Appellation standards for Tetris games vary, especially with TGM. To avoid confusion, we list here the basic terms used most frequently when in context with the TGM series. All terms are not yet listed, and the order is still not fixed.<br><br>
* <tt>TGM :</tt> ''Tetris The Grand Master'', used to refer to the series in general
* <tt>TGM/TGM1 : </tt> ''Tetris The Grand Master'', the first game of the series  
* <tt>TAP/TGM2 :</tt> ''Tetris The Absolute The Grand Master 2''
* <tt>Ti/TGM3  :</tt> ''Tetris The Grand Master 3 Terror Instinct''
* <tt>ACE/TGMA :</tt> ''Tetris The Grand Master Ace''
* <tt>AE/TGM4 :</tt> ''Tetris The Grand Master Absolute Eye''
* <tt>ARS :</tt> [[Arika Rotation System]]
* <tt>SRS :</tt> [[Super Rotation System]]
* <tt>IRS :</tt> [[#IRS|Initial Rotation System]]
* <tt>IHS :</tt> [[Hold piece#IHS|Initial Hold System]]
* <tt>GRS :</tt> [[#GRS|Grade Recognition System]]
* <tt>TLS :</tt> [[Ghost piece|Temporary Landing System]]
* <tt>TTC :</tt> [[The Tetris Company]]
* <tt>BPS :</tt> [[Bullet Proof Software]] / [[Blue Planet Software]]


==== <span id="Block">Block </span>[[Image:25%.png]]====
== Basic Terms ==
----
{{main|Glossary}}
A block is a single square grid cell. From this 1x1 cell makes components such as tetrominoes, garbage, etc.<br><br><br>
Appellation standards for ''Tetris'' games vary, especially with ''TGM''. To avoid confusion, this article lists the basic terms used most frequently when in context with the ''TGM'' series. All terms are not yet listed, and the order is still not fixed.
If a term is not defined here, it is defined in the [[glossary]] and may have its own article.


==== <span id="Tetramino">Tetramino</span>[[Image:75%.png]]====
==== Tetromino ====
----
{{main|Tetromino}}
In Japanese or even in general common usage, the word "block" can refer to both a tetromino or single grid cell. Another annoying fact, is that there is several syntax for the same word:
In precise language, a block is an element that fills a single square [[Glossary#C|cell]] of the [[playfield]], and a [[tetromino]] (also spelled tetramino or tetrimino) is made of four blocks.
* Tetramino (commonly used in Japan, less used in USA)
But in common use, "block" sometimes refers to a whole tetromino.
* Tetromino (most frequent in math journals and scholarly resources)
This wiki uses "[[Glossary#B|block]]" and "[[Glossary#T|tetromino]]" with the meanings described in the glossary.
* Tetrimino (TTC term)


To avoid any confusion we will alway use the word "Tetramino" instead of "block," "piece," "tetra," etc. when in the context of TGM.
Seven different tetrominoes exist, each with a letter name (I, J, L, O, S, T, or Z).
Precise language uses the letter names, but some players use the color names.
[[Image:TGM Legend tetriminos.png|left|464px|thumb|Initial orientation of   I, L, J, S, Z, T and O Tetramino from TGM classic rotation.]][[Image:TGM_Legend_Tetra_SRS.png|left|464px|thumb|Initial orientation of   I, L, J, S, Z, T and O Tetramino from SRS.]]<br clear="all">


Four blocks arranged into a shape make the tetramino. There exists seven different tetraminos, each one with a specific color. TGM inherits its tetramino colors and rotation rules from Sega's 1988 arcade version of Tetris. But with the release of Ti and ACE, [[#SRS|SRS]] has been added, which means different initial orientations and tetromino colors. It is also a common usage to refering to them by a single letter instead of color :
==== Stack ====
[[Image:TGM Legend tetriminos.png|left|464px|thumb|Initial orientation of  I, L, J, S, Z, T and O Tetramino from the ARS.]][[Image:TGM_Legend_Tetra_SRS.png|left|464px|thumb|Initial orientation of  I, L, J, S, Z, T and O Tetramino from the SRS.]]<br><br><br><br><br><br><br><br>
Each time a tetramino is locked in the playfield, it becomes part of the stack. Building a perfect stack is the very essence of all ''Tetris'' games, which means stacking each tetramino in a clean manner without making holes. Several other ''Tetris'' games pose [[Tetromino art|stacking challenges]], and the ''TGM'' series has its own: the '>' shape, known as a [[Secret Grade Techniques|secret grade]].
[[Image:TGM_Legend_Playfield.png|left|frame| ' > ' Secret grade.]]<br clear="all">


==== <span id="Tetrion">Tetrion </span>[[Image:25%.png]]====
==== Garbage ====
----
Garbage is also part of the stack. In Vs. mode, the player receives garbage when the opponent clears more than one line with one tetromino. Garbage appears from the bottom of the playfield and pushes up the current stack. The garbage pattern is a copy of the blocks the opponent player had cleared with the blocks of the line clearing piece removed, with the order reversed from top to bottom.
Sometimes called the "outfit Frame" or more simply the "box that surround the game". Certainly you have never heard about this word and you will never use it, but this is the official designation from TTC, and we only mention it for avoiding confusion between game part description and for example, the next definition.
[[Image:TGM_Legend_Tetrion_1.png|left|frame|TAP Easy]][[Image:TGM_Legend_Tetrion_2.png|left|frame|TAP Master]][[Image:TGM_Legend_Tetrion_3.png|left|frame|TAP Death]][[Image:TGM_Legend_Tetrion_4.png|left|frame|TAP TGM+]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>


==== <span id="Playfield">Playfield </span>[[Image:25%.png]]====
Garbage also appears in ''TGM3'', during the Shirase mode from level 500 to 999 at regular intervals. The garbage lines, in this case, are generated by copying the bottom-most line.
----
The playfield is surrounded by the tetrion. The standard size is fixed to a grid of ten blocks width and of twenty blocks height. In fact, the playfield's usable space is twenty-two blocks high. Two "vanished lines" are available on the upper part of the Tetrion. If you stack a Tetramino on these two lines, the blocks remaining will not be visible. They will become visible again with next cleared lines.
[[Image:TGM_Legend_Vanish.gif|left|frame|SRS Vanish zone example.]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>


==== <span id="Stack">Stack </span>[[Image:25%.png]]====
In addition, TGM+ in ''TGM2'' also sends periodic garbage that forms a regular pattern.
----
Each time a tetramino is locked in the playfield, it becomes part of the stack. Building a perfect stack is the very essence of all Tetris games, which means stacking each tetramino in a clean manner without making holes. Several other Tetris games pose stacking challenges, and TGM has its own, such as the '>' shape secret grade.
[[Image:TGM_Legend_Playfield.png|left|frame| ' > ' Secret grade.]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>


==== <span id="Garbage">Garbage </span>[[Image:25%.png]]====
==== Combo ====
----
{{Main|Combo}}
Garbage is also part of the stack and is the consequence of your VS opponent's multiple cleared lines. Garbage appears from the bottom of the playfield and pushes up the current stack. Generally, grey filled lines with an empty hole (the hole position determination is actually unclear), the garbage lines count is directly dependant of the opponent cleared rows count.<br>Garbage also appears in Ti Shirase mode from level 500 to level 999 at regular intervals. The garbage lines, in this case, are generated by copying the bottom-most line.<br><br><br>
Line clears with consecutive pieces increase the combo score multiplier. Failing to clear a line with the next piece will reset the combo counter.


==== <span id="Row">Row </span>[[Image:25%.png]]====
==== Bravo ====
----
When the player clears the whole playfield, the message "Bravo" appears on screen (also known as "All Clear"). Bonus points are awarded by multiplying the points scored on a "Bravo" by four.
Filling a line without a hole will produce a row, also simply called "cleared line." Rows are always deleted before the next tetramino distribution. The stack above the cleared row drops down to the row equivalent. There exists four different row denominations :<br>
* Single : One row.
* Double : Two rows.
* Triple : Three rows.
* Tetris : Four rows.


There is no explicit denomination when you clear more rows (eg. Big mode). <br><br><br>
==== Frame ====
<!-- Jagorochi, I don't know what you mean by this sentence. Could you clear it up for us? Thanks. -->
Before becoming a game, ''Tetris'' is basically a program. The frame is the shortest quantum of time in ''TGM''. Like other games made for the Japanese market, ''TGM'' runs at a fixed rate of 60 frames per second. A lot of technical concept analysis use the frame as scale value instead of seconds.  


==== <span id="Tetris">Tetris </span>[[Image:25%.png]]====
Here is the basic of the gameplay process instruction order in ONE frame (draft) :
----
Erasing four rows with the I tetramino rewards a Tetris.<br><br><br>
 
==== <span id="Combo">Combo </span>[[Image:25%.png]]====
----
Uninterrupted Rows sequence from a distributed tetramino continuation. Usually, a combo rewards more points, especially for rows which follow a Tetris  (e.g. TGM1 & TAP).<br><br><br>
 
==== <span id="Bravo">Bravo </span>[[Image:25%.png]]====
----
When you succeed to clear all playfield stack content after a row, leaving nothing. You are rewarded with a "Bravo" pop up screen (a.k.a. "All clear"). On TGM1 and TAP, you earn extra bonus points by multiplying current combo by four.<br><br><br>
 
==== <span id="Frame">Frame </span>[[Image:25%.png]]====
----
Before becoming a game, Tetris is basically a program. The frame is the shortest time indice in TGM. The game is running to a fixed value of 60 frames per seconds. A lot of Technical concept analysis use the frame as scale value instead of seconds.


Here is the basic of the gameplay process instruction order in ONE frame (draft) :
Do:
# Input read
# Read input
# Gameplay process
# If piece is active:
## If in ''Ti'' or ''ACE'', hold
## Rotation
## Rotation
## Shift (horizontal movement)
## If this isn't a piece's first frame, shift (horizontal movement)
## Gravity
## Gravity
## Lock
## Lock
# Output update
# Process delays
# Loop to one
# Update the screen and play sounds
Until top out or last level complete


In fact this is very complicated, but just be aware of this general concept, and particularly if you want to learn advanced technique in TGM.
In fact this is very complicated, but just be aware of this general concept, and particularly if you want to learn advanced technique in ''TGM''.
<br><br>


==== Lock Delay ====
{{Main|Lock delay}}
Unlike in early games, when the tetromino falls onto the stack, it doesn't lock immediately because a short delay still allow you to move it. When Lock Delay is active, the tetromino will be darkened. This feature is necessary as speed increases and critical when reaching 20G. The delay is expressed in frames and the tetromino automatically locks when reaching zero. Lock delay resets each time the tetromino drops one or more steps. [[#SRS|SRS]] also resets Lock Delay when the tetromino is moving and rotating. In ''TGM1'', the Lock Delay is fixed to thirty frames (~0.5sec) and decreases as gameplay speed increases in later games. You can lock a piece by pressing Down.
[[Image:TGM_Legend_Lock_Delay_1.gif|left|frame|...]][[Image:TGM_Legend_Lock_Delay_2.gif|left|frame|Delay reset]][[Image:TGM_Legend_Lock_Delay_3.gif|left|frame|Delay cancel]]<br clear="all">


==== <span id="DAS">Delayed Auto Shift (DAS) </span>[[Image:25%.png]]====
==== Initial Rotation System (IRS) ====
----
{{Main|Rotate#IRS}}
Auto shift is vital for gameplay of all Tetris games and allows a player to shift a tetramino automatically by holding left or right. Also called "zoom," the DAS (counted in frame) define the moment between holding a direction (left/right) and the moment the tetramino moves automatically. The DAS can be loaded during [[#ARE|ARE]]. In TGM1 the DAS was fixed to 15 frames, but in sequels the DAS become shorter as the game's speed increased.[[Image:TGM_Legend_DAS_1.gif|left|frame|...]][[Image:TGM_Legend_DAS_2.gif|left|frame|...]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>


==== <span id="Gravity">Gravity Unit (G)</span>[[Image:25%.png]]====
==== Level ====
----
The level shows the game's progress. Starting from zero, the level increases by one each time a piece spawns, and by the number of completed rows. On average, it increases by 3.5 for each completed row (however see "Level Step" below). If you are a beginner at ''TGM'', the level is the best information to see your performances progress, rather than the chronometer.
G is the gravity speed indice of TGM, it shows [dropped steps / frame]. For example, the slowest speed count is sixty-four frames for one dropped step and the fastest speed is twenty dropped steps for one frame. TGM field's height is 20, so max is 20G.
[[Image:TGM legend 0.0156G.gif|left|frame|1/64 = 0.0156G]][[Image:TGM legend 1G.gif|left|frame|1/1 = 1G]][[Image:TGM Legend 5G.gif|left|frame|5/1 = 5G]][[Image:TGM Legend 20G.gif|left|frame|20/1 = 20G]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>


==== <span id="fast_Drop">Fast Drop [[Image:25%.png]]====
==== Level Step ====
----
The [[#level|Level]] increment can stop when reaching a Level Step (typically _99: 99, 199, 299, 399, 499, 599, 699, 799, 899, 998). The only way to increase the level at time point is by clearing lines. Each time you pass a Level Step, the game displays a new background. ''TGM3'' also plays a bell ringing sound each time you are close to the Level Step.
By holding the down direction, you can force the gravity to 1G, which means the active tetramino will step down faster. If gravity is higher than 1G, the fast drop is deactivated. In [[#ARS|ARS]], the [[#Lock_Delay|Lock Delay]] cancel and Fast Drop use the same input, so if the tetramino lands on the stack during Fast Drop it will lock instantly, unlike [[#SRS|SRS]].[[Image:TGM_Legend_Fast_Drop_1.gif|left|frame|ARS example]][[Image:TGM_Legend_Fast_Drop_2.gif|left|frame|SRS example]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>


==== <span id="Sonic_Drop">Sonic Drop </span>[[Image:25%.png]]====
==== Grade Recognition System (GRS) ====
----
[[Arika]] rewards a player's skill and performance by grade attribution and divides them into class. An example is the grades for ''TGM1'', which go from this order: 9-1, S1-S9, Grand Master.
Sonic drop is a feature specific to [[#ARS|ARS]] and unavailable in TGM1. By pressing up, you can force the gravity to 20G during 1 frame. Visually you force the tetramino to land on the stack without locking (unlike [[#Sonic_Lock|sonic lock]]). Sonic drop allows you to place your tetramino in tight place very quickly and avoid the stacking error consequences of fast dropping. For beginners, sonic dropping with up direction may look strange, but interestingly allows the player to preform convenient [[#Zangi|Zangi-Moves]].<br>
[[Image:TGM_Legend_Sonic_Drop_1.gif|left|frame|Example]][[Image:TGM_Legend_Sonic_Drop_2.gif|left|frame|Zangi-moves !]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>


==== <span id="Sonic_Lock">Sonic Lock </span>[[Image:25%.png]]====
Getting the Grand Master grade in ''TGM1'' will require much motivation and perseverance even if comfortable with ''Tetris'' games in general. The difficulty in obtaining this grade in ''[[Tetris The Absolute The Grand Master 2|TGM2]] and later games'' increases even further. It is speculated that there are approximately 10,000 Japanese players who achieved a GM grade on ''TGM1'' and less than 100 GM players in the Master mode of ''TGM2''. In ''[[Tetris The Grand Master 3 Terror-Instinct|TGM3]]'', The GM grade was widely believed to be impossible to obtain through normal play, however, the Japanese Tetris player named jin8 was the first player to attain GM on 07/28/2007.
----
Sonic Lock is a feature specific to [[#SRS|SRS]]. By pressing up, you force the tetramino to land onto the stack and lock immediately. At low gravity, Sonic Lock allows you to stack faster than [[#sonic_drop|Sonic Drop]] but doesn't make room for [[#Zangi|Zangi-Moves]] since the tetramino locks.
[[Image:TGM_Legend_Sonic_Lock.gif|left|frame|...]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>


==== <span id="Lock_Delay">Lock Delay </span>[[Image:25%.png]]====
==== Synchro ====
----
A Synchro move is the act of sucessfully inputting both rotation and movement during the same [[#frame|frame]]. It is commonly executed by loading DAS and using IHS during ARE. Although less useful in low gravity, it becomes essential at 20G for enabling tricky tetramino  movements and placements. Synchro moves are not possible under SRS due to the order in which gravity and rotation are processed in each frame.
When the tetramino falls onto the stack, it doesn't lock immediately (e.g. tetris gameboy) because a short delay still allow you to move it. Lock Delay is visible to the darkening of the tetramino. This feature is necessary as speed increases and critical when reaching 20G. The delay is expressed in frames and the tetramino automatically locks when reaching zero. Lock delay resets each time the tetramino drops one or more steps. [[#SRS|SRS]] also resets Lock Delay when the tetramino is moving and rotating. TGM1 Lock Delay is fixed to thirty frames (~0.5sec) and diminutive as gameplay speed increase on sequels. You can also cancel the Lock delay by pressing Down.
[[Image:TGM_Legend_Lock_Delay_1.gif|left|frame|...]][[Image:TGM_Legend_Lock_Delay_2.gif|left|frame|Delay reset]][[Image:TGM_Legend_Lock_Delay_3.gif|left|frame|Delay cancel]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>


==== <span id="IRS">Initial Rotation System (IRS) </span>[[Image:25%.png]]====
== Zangi-Moves ==
----
{{main|Zangi-move}}
By holding a rotation button during [[#ARE|ARE]] you can change the initial orientation appearance for the next tetramino. IRS mellow the gameplay as the gravity increase and reach 20G. You can only reorient the tetramino to 1 quarter turn, witch mean that it is not cumulative (eg A+C buttons), but IRS can be coupled with [[#IHS|IHS]].
==== Description ====
[[Image:TGM_Legend_IRS.gif|left|frame|...]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
Zangi-Moves are an original Arika technique introduced in ''TAP'' made possible by the [[#sonic_drop|Sonic Drop]] feature. To perform the move, you press Up to drop the piece, Left or Right to move the piece over, and Down to lock the piece in place. These 3 inputs are performed with a single circular motion of the arcade stick. This is particularly useful when you are playing for time attack, as you save a significant amount of time by not having to return the stick to its neutral position. Zangi-moves are not possible with [[#SRS|SRS]].


==== <span id="IHS">Initial Hold System (IHS)</span>[[Image:25%.png]]====
==== Use ====
----
This move is most useful for tucking pieces underneath overhangs, an operation that costs much time in most other ''Tetris'' games. However, it is also used in other situations where the speed gain is more subtle. If you wish to place a piece 1 space away from the spawning location, you will do so with a half circle Zangi-Move. If you want to place a piece 1 space away from a wall, you will use DAS to get to the wall quickly, and then you will use a Zangi-Move to place the piece, all in one continuous 3/4 circle Zangi-Move.<br><br>
By pushing the Hold button, you can switch the active tetramino with a held tetramino. The new held tetramino orientation resets, and the new active tetramino is replaced on the playfield's top. By holding the hold button during [[#ARE|ARE]], the switch occurs before the next tetramino appears. IHS mellows the gameplay as the gravity increases and reaches 20G. Holding becomes unavailable (grey color) until the next distributed tetramino, since otherwise you could switch indefinitely. IHS can be coupled with [[#IRS|IRS]] and is a feature only available from TGM3 and TGM ACE.
[[Image:TGM_Legend_Hold.gif|left|frame|Hold basics]][[Image:TGM_Legend_IHS.gif|left|frame|IHS]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>


==== <span id="TLS">Temporary Landing System (TLS) </span>[[Image:25%.png]]====
==== Word Origin ====
----
The word 'Zangi' comes from Zangief's Spinning Pile Driver move in ''Street Fighter II'', which requires stick rotation and feels similar.<br>The following animations just show Zangi-Moves example and don't follow an optimized stacking behavior.
The TLS is a simple visual help that show at low gravity where the active tetramino will land if you use [[#fast_drop|Fast Drop]], [[#sonic_drop|Sonic Drop]] or [[#sonic_lock|Sonic Lock]].
[[Image:TGM_Legend_Sonic_Drop_2.gif|left|frame|Zangi Example]][[Image:TGM_Legend_Zangi_2.gif|left|frame|Zangi Example]][[Image:TGM_Legend_Zangi_3.gif|left|frame|Zangi Example]]<br clear="all">
[[Image:TGM_Legend_TLS.gif|left|frame|...]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>


==== <span id="Level">Level </span>[[Image:25%.png]]====
== ARE ==
----
{{main|ARE}}
The level shows the game's progress. Starting from zero, the level increases by one each time a tetramino is distributed, and by the number of completed rows. If you are a beginner at TGM, the level is the best information to see your performances progress, rather than the chronometer.<br><br><br>
''[[ARE]]'' is the period of time (counted in frames) between the lockdown of the previous piece and the appearance of the next one. It makes [[#IRS|IRS]] possible and [[#DAS|DAS]] more effective.


==== <span id="Level_Step">Level Step </span>[[Image:25%.png]]====
----
The [[#level|Level]] increment can stop when reaching a Level Step (typically _99 : e.g. 99, 199, 299 etc...). You can pass only by completing a row. Each time you pass a Level Step, the game displays a new background. TGM3 also plays a bell ringing sound each time you are close to the Level Step.<br><br><br>


==== <span id="GRS">Grade Recognition System (GRS) </span>[[Image:25%.png]]====
== Torikan ==
----
{{main|Torikan}}
ARIKA rewards a player's skill and performance by grade attribution and divides them into class. For example, here is the sorted grade list for the TGM1 unique game mode :


9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, Gm.
''[[Torikan]]'' refers to a condition in ''TAP'' (T.A. Death) and ''Ti'' (Master and Shirase) where the game reaches a premature end when not fulfilling a certain requirement up to that point.


Becoming a Gm Class player in TGM1 will require much motivation and perseverance even if comfortable with Tetris games in general. The difficulty to obtain the Gm grade in TGM2 and TGM3 increases in a exponential way. For example, we know that there is an average of 10000 Gm class players in Japan on TGM1. It would be really optimistic to say 100 Gm players in TGM2 Master Mode exist, and so far '''nobody''' obtained it in TGM3!<br><br><br>
{{Arika games}}
 
==== <span id="Wall_Kick">Wall-Kick </span>[[Image:25%.png]]====
----
The wall kick is simply a way to mellow the rotation system. When you want to turn a tetramino and there is no free space for the new requested orientation, the game will try to decal it to the nearest position possible. Depending on the version of TGM and the rotation system (ARS/SRS), the Wall Kick rules are different and less or more flexible. <br>
 
(several animated gif example to come...)
<br><br><br>
 
==== <span id="Synchro">Synchro </span>[[Image:25%.png]]====
----
A Synchro move is the action to sucessfully input rotation and shift on the same [[#frame|frame]]. Although less useful in low gravity, but they become essential at 20G for enabling tricky tetramino  movements and placements. <br><br><br>
 
==== <span id="ARS">Arika Rotation System (ARS)</span> [[Image:25%.png]]====
----
{{main|TGM rotation}}
ARS is the native rotation system of TGM, and also called "Classic rules" in TGM3. The basics difference between ARS and SRS came with the [[#tetramino|tetramino shape color]], initial spawn orientation and wall kick rules. In term of gameplay there is more fondamental difference (eg Lock Delay reset), but with the release of TGM ACE, and the frankenstein mix result of ARS1 and ARS2 we should hold us with that.<br><br><br>
 
==== <span id="SRS">Super Rotation System (SRS) </span>[[Image:25%.png]]====
----
[[SRS]] is the rotation system edicted by the TTC's [[Tetris Guideline]], and also called "World rules" in TGM3. although containing The word "super" (Henk Rogers's credit), SRS have no superior enhancement compared to ARS. The wall kick rules are more flexible, and infinite Lock delay reset design is strongly oriented for beginners.<br><br><br>
 
== <span id="Zangi">Zangi-Moves </span>[[Image:25%.png]]==
==== Description ====
Zangi-Moves are an original ARIKA technique introduced in TAP made possible by the [[#sonic_drop|Sonic Drop]] feature. To perform the move, you press Up to drop the piece, Left or Right to move the piece over, and Down to lock the piece in place. These 3 inputs are performed with a single circular motion of the arcade stick. This is particularly useful when you are playing for time attack, as you save a significant amount of time by not having to return the stick to its neutral position. Zangi-moves are not possible with [[#SRS|SRS]].<br><br>
 
==== Useage ====
This move is most useful for tucking pieces underneath overhangs, an operation that costs much time in most other Tetris games. However, it is also used in other situations where the speed gain is more subtle. If you wish to place a piece 1 space away from the spawning location, you will do so with a half circle Zangi-Move. If you want to place a piece 1 space away from a wall, you will use DAS to get to the wall quickly, and then you will use a Zangi-Move to place the piece, all in one continuous 3/4 circle Zangi-Move.<br><br>
 
==== Word Origin ====
The word 'Zangi' comes from Zangief's (Street Fighter II) Spinning Pile Driver move, which requires stick rotation and feels similar.<br>The following animations just show Zangi-Moves example and don't follow an optimized stacking behavior.
[[Image:TGM_Legend_Sonic_Drop_2.gif|left|frame|Zangi Example]][[Image:TGM_Legend_Zangi_2.gif|left|frame|Zangi Example]][[Image:TGM_Legend_Zangi_3.gif|left|frame|Zangi Example]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
 
== <span id="ARE">ARE </span>[[Image:75%.png]]==
''[[ARE]]'' is the period of time (counted in frame) between the lockdown of the previous Tetramino and the appearance of the next one. Depending on the level, the amount of ARE may shorten.<br><br>
 
==== During ARE ====
During ARE, the player must wait for the next Tetramino to appear, and cannot actively cause anything to happen. However, ARE serves as a time for the player to input [[#DAS|DAS]], [[#IRS|IRS]] and [[#IHS|IHS]] actions which will be processed in the moment ARE finishes and the next Tetramino appears.<br><br>
 
==== Word Origin ====
ARE is a word of Japanese origin, and though it looks like an acronym, it does not stand for anything. It derives from the Japanese word, "あれ (are)," pronounced "a ray" quickly. The word "あれ" is a demonstrative pronoun, literally translating to "it" or "that". Japanese players originally referred to this in-between time using the word "あれ" as there was no good word to describe it. The capital letter alphabet form "ARE" (pronounced ay arr ee) became popular when someone wrote it in that form, possibly owing to its cooler, acronym-like look.<br><br>


==== The Existence and Lack of ARE ====
[[Category:Terminology]]
ARE is a vital gameplay factor in TGM, as its existence allows for many systems like 20G, [[#DAS|DAS]], [[#irs|IRS]] and [[#IHS|IHS]] to exist. It does not exist, like most other features unique to TGM, in most games Tetris-Worlds reminiscent games. It is debated whether the lack of ARE is a requirement in the World guidelines or not; TGM3 (Ti) and TGMA in particular, do have ARE even though they seem to follow the guideline.

Latest revision as of 03:14, 7 December 2024

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Standard and common acronyms

Basic Terms

Main article: Glossary

Appellation standards for Tetris games vary, especially with TGM. To avoid confusion, this article lists the basic terms used most frequently when in context with the TGM series. All terms are not yet listed, and the order is still not fixed. If a term is not defined here, it is defined in the glossary and may have its own article.

Tetromino

Main article: Tetromino

In precise language, a block is an element that fills a single square cell of the playfield, and a tetromino (also spelled tetramino or tetrimino) is made of four blocks. But in common use, "block" sometimes refers to a whole tetromino. This wiki uses "block" and "tetromino" with the meanings described in the glossary.

Seven different tetrominoes exist, each with a letter name (I, J, L, O, S, T, or Z). Precise language uses the letter names, but some players use the color names.

Initial orientation of I, L, J, S, Z, T and O Tetramino from TGM classic rotation.
Initial orientation of I, L, J, S, Z, T and O Tetramino from SRS.


Stack

Each time a tetramino is locked in the playfield, it becomes part of the stack. Building a perfect stack is the very essence of all Tetris games, which means stacking each tetramino in a clean manner without making holes. Several other Tetris games pose stacking challenges, and the TGM series has its own: the '>' shape, known as a secret grade.

' > ' Secret grade.


Garbage

Garbage is also part of the stack. In Vs. mode, the player receives garbage when the opponent clears more than one line with one tetromino. Garbage appears from the bottom of the playfield and pushes up the current stack. The garbage pattern is a copy of the blocks the opponent player had cleared with the blocks of the line clearing piece removed, with the order reversed from top to bottom.

Garbage also appears in TGM3, during the Shirase mode from level 500 to 999 at regular intervals. The garbage lines, in this case, are generated by copying the bottom-most line.

In addition, TGM+ in TGM2 also sends periodic garbage that forms a regular pattern.

Combo

Main article: Combo

Line clears with consecutive pieces increase the combo score multiplier. Failing to clear a line with the next piece will reset the combo counter.

Bravo

When the player clears the whole playfield, the message "Bravo" appears on screen (also known as "All Clear"). Bonus points are awarded by multiplying the points scored on a "Bravo" by four.

Frame

Before becoming a game, Tetris is basically a program. The frame is the shortest quantum of time in TGM. Like other games made for the Japanese market, TGM runs at a fixed rate of 60 frames per second. A lot of technical concept analysis use the frame as scale value instead of seconds.

Here is the basic of the gameplay process instruction order in ONE frame (draft) :

Do:

  1. Read input
  2. If piece is active:
    1. If in Ti or ACE, hold
    2. Rotation
    3. If this isn't a piece's first frame, shift (horizontal movement)
    4. Gravity
    5. Lock
  3. Process delays
  4. Update the screen and play sounds

Until top out or last level complete

In fact this is very complicated, but just be aware of this general concept, and particularly if you want to learn advanced technique in TGM.

Lock Delay

Main article: Lock delay

Unlike in early games, when the tetromino falls onto the stack, it doesn't lock immediately because a short delay still allow you to move it. When Lock Delay is active, the tetromino will be darkened. This feature is necessary as speed increases and critical when reaching 20G. The delay is expressed in frames and the tetromino automatically locks when reaching zero. Lock delay resets each time the tetromino drops one or more steps. SRS also resets Lock Delay when the tetromino is moving and rotating. In TGM1, the Lock Delay is fixed to thirty frames (~0.5sec) and decreases as gameplay speed increases in later games. You can lock a piece by pressing Down.

...
Delay reset
Delay cancel


Initial Rotation System (IRS)

Main article: Rotate#IRS

Level

The level shows the game's progress. Starting from zero, the level increases by one each time a piece spawns, and by the number of completed rows. On average, it increases by 3.5 for each completed row (however see "Level Step" below). If you are a beginner at TGM, the level is the best information to see your performances progress, rather than the chronometer.

Level Step

The Level increment can stop when reaching a Level Step (typically _99: 99, 199, 299, 399, 499, 599, 699, 799, 899, 998). The only way to increase the level at time point is by clearing lines. Each time you pass a Level Step, the game displays a new background. TGM3 also plays a bell ringing sound each time you are close to the Level Step.

Grade Recognition System (GRS)

Arika rewards a player's skill and performance by grade attribution and divides them into class. An example is the grades for TGM1, which go from this order: 9-1, S1-S9, Grand Master.

Getting the Grand Master grade in TGM1 will require much motivation and perseverance even if comfortable with Tetris games in general. The difficulty in obtaining this grade in TGM2 and later games increases even further. It is speculated that there are approximately 10,000 Japanese players who achieved a GM grade on TGM1 and less than 100 GM players in the Master mode of TGM2. In TGM3, The GM grade was widely believed to be impossible to obtain through normal play, however, the Japanese Tetris player named jin8 was the first player to attain GM on 07/28/2007.

Synchro

A Synchro move is the act of sucessfully inputting both rotation and movement during the same frame. It is commonly executed by loading DAS and using IHS during ARE. Although less useful in low gravity, it becomes essential at 20G for enabling tricky tetramino movements and placements. Synchro moves are not possible under SRS due to the order in which gravity and rotation are processed in each frame.

Zangi-Moves

Main article: Zangi-move

Description

Zangi-Moves are an original Arika technique introduced in TAP made possible by the Sonic Drop feature. To perform the move, you press Up to drop the piece, Left or Right to move the piece over, and Down to lock the piece in place. These 3 inputs are performed with a single circular motion of the arcade stick. This is particularly useful when you are playing for time attack, as you save a significant amount of time by not having to return the stick to its neutral position. Zangi-moves are not possible with SRS.

Use

This move is most useful for tucking pieces underneath overhangs, an operation that costs much time in most other Tetris games. However, it is also used in other situations where the speed gain is more subtle. If you wish to place a piece 1 space away from the spawning location, you will do so with a half circle Zangi-Move. If you want to place a piece 1 space away from a wall, you will use DAS to get to the wall quickly, and then you will use a Zangi-Move to place the piece, all in one continuous 3/4 circle Zangi-Move.

Word Origin

The word 'Zangi' comes from Zangief's Spinning Pile Driver move in Street Fighter II, which requires stick rotation and feels similar.
The following animations just show Zangi-Moves example and don't follow an optimized stacking behavior.

Zangi Example
Zangi Example
Zangi Example


ARE

Main article: ARE

ARE is the period of time (counted in frames) between the lockdown of the previous piece and the appearance of the next one. It makes IRS possible and DAS more effective.


Torikan

Main article: Torikan

Torikan refers to a condition in TAP (T.A. Death) and Ti (Master and Shirase) where the game reaches a premature end when not fulfilling a certain requirement up to that point.