Tetris The Grand Master 4 Absolute Eye: Difference between revisions

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<!-- Gameplay info -->
| preview  = 6
| preview  = 6 (Adjustable from 0 to 6)
| playfield = 10 &times; 22
| playfield = 10 &times; 22
| hold      = Yes (Toggleable)
| hold      = Yes (Toggleable)
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'''''Tetris The Grand Master 4 Absolute Eye''''' is a game by [[Arika]] in the [[TGM series]]. It was released on Steam on April 4, 2025.<ref name="tgm-ae-tweet">{{Cite tweet |user=tgm_series |number=1863824456705245491 |title=Henk Rogers from The Tetris Company visited our office and discussed the future of Tetris with Mihara and Hirashima. We are thrilled to have had such a wonderful time together! ARIKA is excited to announce the title officially: TETRIS THE GRANDMASTER 4 - ABSOLUTE EYE - This is the latest in the TGM series. The game is planned to be released on Steam by the end of March 2025. Note: Offline-game only. Note: Screenshots are from a work-in-progress build. |language=ja |access-date=2024-12-05 |link=no |archive-link= |archive-date= |quote=TETRIS THE GRANDMASTER 4 - ABSOLUTE EYE - This is the latest in the TGM series. The game is planned to be released on Steam by the end of March 2025.}}</ref> It's the first ''TGM'' game to be released on PC.
'''''Tetris The Grand Master 4 Absolute Eye''''' is a game by [[Arika]] in the [[TGM series]]. It was released on Steam on April 4, 2025.<ref name="tgm-ae-tweet">{{Cite tweet |user=tgm_series |number=1863824456705245491 |title=Henk Rogers from The Tetris Company visited our office and discussed the future of Tetris with Mihara and Hirashima. We are thrilled to have had such a wonderful time together! ARIKA is excited to announce the title officially: TETRIS THE GRANDMASTER 4 - ABSOLUTE EYE - This is the latest in the TGM series. The game is planned to be released on Steam by the end of March 2025. Note: Offline-game only. Note: Screenshots are from a work-in-progress build. |language=ja |access-date=2024-12-05 |link=no |archive-link= |archive-date= |quote=TETRIS THE GRANDMASTER 4 - ABSOLUTE EYE - This is the latest in the TGM series. The game is planned to be released on Steam by the end of March 2025.}}</ref> It is the first ''TGM'' game to be released on PC.


== Gameplay ==
== Gameplay ==
=== Buffer zone ===
=== Buffer zone ===
Pieces spawn in rows 20-21 in most cases (with I-pieces in 20), except in [[#Shiranui|Shiranui]] where they spawn one row higher. Cyclone rotates pieces from 20-21, which can cause I-pieces to reach as low as row 18.
Pieces spawn in rows 20-21 in most cases (with I-pieces in 20), except in [[#Shiranui|Shiranui]] where they spawn one row higher. Cyclone rotates pieces from 20-21, which can cause I-pieces to reach as low as row 18.
=== New gimmicks ===
''TGM4'' features some new gimmicks that are not seen in ''TGM, TAP'' and ''Ti'':
* Initial rotation system (IRS) now '''allows 180 spins'''. You can perform 180 degree IRS by pressing two rotation buttons of the same direction.
* An '''EXTRA''' button has been added for TGM Rule (ARS). When holding down, Sonic drop becomes Hard drop, and Soft Lock becomes Soft Drop (does not lock on land). Additionally, ARE is reduced to 7 frames.
* '''Diagonals''' are now an option. When toggled, diagonal directions will also be recognized as either up or down and preserving DAS of that direction.


=== Rotation system ===
=== Rotation system ===


Much like its predecessor ''[[TGM3]]'', ''Absolute Eye'' features two different gameplay styles, '''Standard''' akin to ''TGM3''<nowiki>'</nowiki>s World rule, and '''TGM''', ''TGM3''<nowiki>'</nowiki>s Classic rule.
Much like its predecessor ''[[TGM3]]'', ''Absolute Eye'' features two different gameplay styles: '''Standard''' akin to ''TGM3''<nowiki>'</nowiki>s World rule, and '''TGM''', ''TGM3''<nowiki>'</nowiki>s Classic rule.


{| class="wikitable"
{| class="wikitable"
|+'''Rule difference'''
|+ Rule difference  
! Aspects
! Aspects
! Standard Rule
! Standard Rule
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| Drop Method
| Drop Method
| Hard drop and Soft drop.
| Hard drop and Soft drop.
| Sonic drop and Soft Lock.<br>Hard drop possible by holding down EXTRA when Sonic dropping.
| Sonic drop and Soft Lock.<br>Hard drop possible by holding down EXTRA when Sonic dropping, Soft drop possible by holding down EXTRA when Lock dropping.
|-  
|-  
| Piece movement limitation
| Piece movement limitation
| 16 move reset, 4 rotation reset.<br> No limitation in [[#Asuka|Asuka]].  
| colspan=2 | 16 move reset, 4 rotation reset. No limitation in [[#Asuka|Asuka]]. Reduces during [[#Master|Master]] (see below).
| 16 move reset, 4 rotation reset, quota resets if the piece moves down.<br> No limitation in [[#Asuka|Asuka]].
|-  
|-  
| Randomizer
| Randomizer
| [[Random_Generator|7BS]] with no S, Z or O as the first piece <br> IRM (Konoha only)
| [[Random_Generator|7BS]] with no S, Z or O as the first piece <br> IRM (Konoha only)
| IRM <br> [[Random_Generator|7BS]] with no S, Z or O as the first piece (Shiranui only)
| IRM <br> [[Random_Generator|7BS]] with no S, Z or O as the first piece (Shiranui only)
|-
| Mode specific differences
|
* '''No [[#Normal|Normal]] mode.
* [[#Konoha|Konoha]]: Shorter starting time limit (2:00)
* [[#Shiranui|Shiranui]]: Stronger attack on T-spins
|
* '''No [[#Marathon|Marathon]] mode.
* [[#Konoha|Konoha]]: Longer starting time limit (4:10)
* [[#Shiranui|Shiranui]]: Stronger attack on Tetrises, longer Line Clear delay
|}
=== Master titles===
Some of the modes will award you the corresponding title once a level or a conditions is met, which is shown on the top right when in mode select. Meeting the condition in Standard rule gives you the Silver titles, while doing it in TGM rule will give you the Bronze titles. Meeting the condition in both modes will finally award you the Gold titles.
{|  class="wikitable mw-collapsible mw-collapsed" 
| colspan=3 | '''Masters Title conditions (WARNING: SPOILERS FOR ALL MODES)'''
|-
! Modes
! Title Name
! Conditions
|-
! Asuka
! Asuka Master (Am)
| Complete the mode (1300 Levels).
|-
! Konoha
! Konoha Master (Km)
| Get 110 or more all-clears in hard mode.
|-
! Shiranui
! Shiranui Master (Sm)
| Defeat tier 101.
|-
! Master
| bgcolor="#f1c69b" style="padding: 0;" |
{| class="wikitable" style="width: calc(100% + 2px); margin: -1px -1px -1px -1px; border: 1px solid #333333; background-color: transparent;"
! style="background: #c78f57"|Master (m)
|-
! style="background: #c78f57"|Grand Master (Gm)
|-
! style="background: #c78f57"| Grand Master Rounds (Gm ROUNDS)
|}
| bgcolor="#fff7ae" style="padding: 0;" |
{| class="wikitable" style="width: calc(100% + 2px); margin: -1px -1px -1px -1px; border: 1px solid #333333; background-color: transparent;"
| width="100%" | Complete 1100 Levels.
|-
| width="100%" | Complete 2600 levels.
|-
| width="100%" | Complete the END GAME.
|}
|}
|}


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{| class="wikitable"
{| class="wikitable"
|+'''Line clear level advance'''
|+'''Line clear level advance'''
! Line clear / Modes
! Line clear
! [[#Normal|Normal]], [[#Asuka|Asuka]]   
! [[#Normal|Normal]], [[#Asuka|Asuka]]   
! [[#Shiranui|Shiranui]]
! [[#Shiranui|Shiranui]]
! [[#Konoha|Konoha]]
! [[#Konoha|Konoha]]
! [[#Master|Master]]
! colspan=2 |[[#Master|Master]]
|-
|-
| Single
| Single
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| 1
| 1
| 2
| 2
|rowspan=4 | Varies
| 1
|rowspan=4 | Default Values <br>Varies by medals
|-
|-
| Double
| Double
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| 2
| 2
| 4
| 4
| 2
|-
|-
| Triple
| Triple
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| 3
| 3
| 6
| 6
| 4
|-
|-
| Tetris
| Tetris
| 6
| 6
| 4
| 4
| 8
| 12
| 6
|}
|}


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=== Marathon ===
=== Marathon ===


'''Marathon''' is a mode found in most [[Guideline]] games and is newly introduced to the ''Tetris: The Grand Master'' series. This mode is only available in '''Standard Rule'''.
'''Marathon''' is a score based mode found in most [[Guideline]] games. This mode is only available in '''Standard Rule'''.
 
Points are scored by manually dropping and locking pieces, and by clearing lines. As the game progresses, line clears will award more points, and gravity will gradually increase. This mode ends after 150 lines are cleared. There is no grading system present in Marathon.


[[Image:TGM4_Marathon_mode.jpeg|200px|thumb|none|TGM4 Marathon mode screenshot]]
[[Image:TGM4_Marathon_mode.jpeg|200px|thumb|none|TGM4 Marathon mode screenshot]]
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[[Image:TGM4_Normal_mode.jpeg|200px|thumb|right|TGM4 Normal mode screenshot]]
[[Image:TGM4_Normal_mode.jpeg|200px|thumb|right|TGM4 Normal mode screenshot]]


'''Normal''' is a time-attack mode in which players aim to clear lines as quickly as possible. It closely resembles the Master mode from previous entries. This mode is only available in '''TGM Rule'''. The mode has grades, presented as a fraction with the maximum grade being (probably) Ten of Ten. The denominator represents how many levels the player has survived (credited every 111 levels), and the numerator seems to represent the number of currently unknown requirements met in the run.
'''Normal''' is a 999-level mode that resembles the Master mode from previous entries. This mode is only available in '''TGM Rule'''.  
==== Grading====
At the end of a run, the player is given a grade in the form '''A''' of '''B''' (for example Five of Eight). Each number ranges from Zero to Ten, with the minimum grade being Zero of Zero and the maximum grade being Ten of Ten.
 
B is based purely on the player's progress. At every multiple of 111 levels (111, 222, 333, etc.), B will increment by one, eventually reaching Nine at level 999. If the credit roll is reached, B will become Ten if the credits are passed, and stay at Nine if the player tops out.
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
<div style="font-weight:bold;line-height:1.6;">'''A''' requirements (WARNING: SPOILERS FOR NORMAL MODE)</div>
<div class="mw-collapsible-content">
 
Similar to B, A has nine possible increments based on sections, and one separate requirement for the tenth.
 
* Every 100 levels is counted as a section for everything except the first 200 levels, which are combined into one section. In each of these sections, the player must score at least six tetrises for A to be incremented.


The grading at the end is '''n''' of '''m'''. It is still unknown how the '''n''' is chosen by the game.
* If an all-clear is achieved during a section, the tetris requirement is reduced by two. This reduction can only occur once per section.


Experiments:
* If the player reaches the next section within a specific time limit, the tetris requirement is reduced by one. The required time varies depending on what section it is.
* <math>n</math> is not just overall time alone. If two players both beat the credits, it is possible for the slower player to rank higher than the faster player.
* <math>n</math> does not look time-based, because if the player spends 15 minutes clearing levels 0-300 with only Tetrises without soft or hard dropping, the player will get rank Two of Two.
* If the player clears levels 0-199 with only Tetrises, the player will get rank Zero of One.
* If the player clears levels 0-111 with only singles, then levels 112-200 with six Tetrises, the player will get rank One of One.


{| class="wikitable"
In practice this means that there are limited permutations of meeting a section requirement:
|+'''YOU ARE'''
* 6 tetrises.
* 5 tetrises and beating the time requirement.
* 4 tetrises and getting an all-clear.
* 3 tetrises and getting an all-clear '''and''' beating the time requirement.
 
If all section requirements are met, A will only reach Nine. A is further incremented if the player reaches level 999 in 5:56 or less. Thus, A will only equal Ten if this time requirement is met, along with every section requirement.
 
</div></div>
 
{| class="wikitable mw-collapsible mw-collapsed"  
| colspan=5 | '''YOU ARE (SPOILERS WARNING!)'''
|-
! Level
! Level
! <math>m</math> 
! '''''b'''''
!
! Section
! '''''Time requirement'''''
|-
|-
| 0 to 110
| 0-110
| Zero
| Zero
|
| 0-199
| 76s
|-
|-
| 111 to 221
| 111-221
| One
| One
|
| 200-299
| 39s
|-
|-
| 222 to 332
| 222-332
| Two
| Two
|
| 300-399
| 40s
|-
|-
| 333 to 443
| 333-443
| Three
| Three
|
| 400-499
| 40s
|-
|-
| 444 to 554
| 444-554
| Four
| Four
|
| 500-599
| 39s
|-
|-
| 555 to 665
| 555-665
| Five
| Five
|
| 600-699
| 35s
|-
|-
| 666 to 776
| 666-776
| Six
| Six
|
| 700-799
| 30s
|-
|-
| 777 to 887
| 777-887
| Seven
| Seven
|
| 800-899
| 29s
|-
|-
| 888 to 998
| 888-998
| Eight
| Eight
|
| 900-999
| 28s
|-
|-
| 999
| 999
| Nine
| Nine
|
| '''Sum'''
| 356s
|-
|-
| Completing credits
| Completing credits
| Ten
| Ten
|
| Full game
| 357s
|-
|-
|}
|}


 
On the leaderboards, this mode is presented as a time-attack mode without displaying grades.
=== Konoha ===
[[Image:TGM4_Konoha_mode.jpeg|200px|thumb|right|TGM4 Konoha mode screenshot]]
 
'''Konoha''' is a mode centered around big [[tetromino]]s, with an emphasis on achieving [[All Clear]]s. Successfully completing All Clears rewards players with unlockable illustrations, which can be viewed in the Konoha Character Gallery. Kita Kitsune appears beside the playfield when the AI detects a bravo is possible, and celebrates when it's achieved or falls over when the opportunity is missed. An icon of Kita Kitsune in a flower appears below the playfield if the current character illustration is one that has not yet been unlocked. There is an optional assist which shows outlines of where to place pieces to achieve the All Clears. The assist defaults to being turned on, and there's no penalty for using it. It goes away after the 25th All Clear in a run.
 
 
==== Easy and Hard difficulties ====
Easy features only L, J, I, T and O pieces, while Hard has all 7 pieces. Any difficulty can be selected before starting a run of Konoha mode.


=== Asuka ===
=== Asuka ===
[[Image:TGM4_Asuka_mode.jpeg|200px|thumb|right|TGM4 Asuka mode screenshot]]
[[Image:TGM4_Asuka_mode.jpeg|200px|thumb|right|TGM4 Asuka mode screenshot]]
Designed for intermediate players, '''Asuka''' features [[20G]] drop speeds, demanding quick and precise placements to level up within a set time limit. It also introduces a rewind mechanic, allowing players to retry piece placements. Completing the 1300 levels of this mode awards the player with the Asuka-Master grade.
Designed for intermediate players, '''Asuka''' features [[20G]] drop speeds, demanding quick and precise placements to level up within a set time limit. It also introduces a rewind mechanic, allowing players to retry piece placements.
 
The unfinished '''Kamui''' mode from ''[[TGM3]]'' is thought to be an early version of Asuka.
The unfinished '''Kamui''' mode from ''[[TGM3]]'' is thought to be an early version of Asuka.


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|-
|-
|  bgcolor="#C4E8E8"|000 - 099
|  bgcolor="#C4E8E8"|000 - 099
| bgcolor="#FFD3AC"|
| bgcolor="#FFD3AC"| 18
| bgcolor="#FFE3AC"|  
| bgcolor="#FFE3AC"| 14
| bgcolor="#FFFF88"|
| bgcolor="#FFFF88"|
| bgcolor="#CCBBFF"| 30
| bgcolor="#CCBBFF"| 30
| bgcolor="#D7ECC6"|
| bgcolor="#D7ECC6"| 12
|-
|-
|  bgcolor="#C4E8E8"|100 - 199
|  bgcolor="#C4E8E8"|100 - 199
| bgcolor="#FFD3AC"|
| bgcolor="#FFD3AC"| 14
| bgcolor="#FFE3AC"|  
| bgcolor="#FFE3AC"| 8
| bgcolor="#FFFF88"|
| bgcolor="#FFFF88"|
| bgcolor="#CCBBFF"| 26
| bgcolor="#CCBBFF"| 26
| bgcolor="#D7ECC6"|
| bgcolor="#D7ECC6"| 6
|-
|-
|  bgcolor="#C4E8E8"|200 - 399
|  bgcolor="#C4E8E8"|200 - 399
| bgcolor="#FFD3AC"|
| bgcolor="#FFD3AC"| 12
| bgcolor="#FFE3AC"|  
| bgcolor="#FFE3AC"| 8
| bgcolor="#FFFF88"|
| bgcolor="#FFFF88"|
| bgcolor="#CCBBFF"| 18
| bgcolor="#CCBBFF"| 18
| bgcolor="#D7ECC6"|
| bgcolor="#D7ECC6"| 6
|-
|  bgcolor="#C4E8E8"|300 - 399
| bgcolor="#FFD3AC"| 12
| bgcolor="#FFE3AC"| 7
| bgcolor="#FFFF88"|
| bgcolor="#CCBBFF"| 18
| bgcolor="#D7ECC6"| 5
|-
|-
|  bgcolor="#C4E8E8"|400 - 499
|  bgcolor="#C4E8E8"|400 - 499
| bgcolor="#FFD3AC"|
| bgcolor="#FFD3AC"| 12
| bgcolor="#FFE3AC"|  
| bgcolor="#FFE3AC"| 6
| bgcolor="#FFFF88"|
| bgcolor="#FFFF88"|
| bgcolor="#CCBBFF"| 17
| bgcolor="#CCBBFF"| 17
| bgcolor="#D7ECC6"|
| bgcolor="#D7ECC6"| 4
|-
|-
|  bgcolor="#C4E8E8"|500 - 799
|  bgcolor="#C4E8E8"|500 - 699
| bgcolor="#FFD3AC"|
| bgcolor="#FFD3AC"| 8
| bgcolor="#FFE3AC"|  
| bgcolor="#FFE3AC"| 6
| bgcolor="#FFFF88"|
| bgcolor="#CCBBFF"| 15
| bgcolor="#D7ECC6"| 4
|-
|  bgcolor="#C4E8E8"|700 - 799
| bgcolor="#FFD3AC"| 6
| bgcolor="#FFE3AC"| 5
| bgcolor="#FFFF88"|
| bgcolor="#FFFF88"|
| bgcolor="#CCBBFF"| 15
| bgcolor="#CCBBFF"| 15
| bgcolor="#D7ECC6"|
| bgcolor="#D7ECC6"| 3
|-
|-
|  bgcolor="#C4E8E8"|800 - 999
|  bgcolor="#C4E8E8"|800 - 1099
| bgcolor="#FFD3AC"|
| bgcolor="#FFD3AC"| 6
| bgcolor="#FFE3AC"|  
| bgcolor="#FFE3AC"| 5
| bgcolor="#FFFF88"|
| bgcolor="#FFFF88"|
| bgcolor="#CCBBFF"| 12
| bgcolor="#CCBBFF"| 12
| bgcolor="#D7ECC6"|
| bgcolor="#D7ECC6"| 3
|-
|-
|  bgcolor="#C4E8E8"|1000 - 1300
|  bgcolor="#C4E8E8"|1100 - 1300
| bgcolor="#FFD3AC"|
| bgcolor="#FFD3AC"| 5
| bgcolor="#FFE3AC"|  
| bgcolor="#FFE3AC"| 5
| bgcolor="#FFFF88"|
| bgcolor="#FFFF88"|
| bgcolor="#CCBBFF"| 12
| bgcolor="#CCBBFF"| 12
| bgcolor="#D7ECC6"|
| bgcolor="#D7ECC6"| 3
|-
|-
|}
|}


==== Kita (Foxes) ====
==== Kita (Konoha{{efn|name=konoha}}) ====
Clearing a [[Tetris]] gives you a Kita, which is displayed above the level. To advance to the next section, you need to have at least 1 Kita (that is, at least clear a Tetris in the section).
Clearing a [[Tetris]] gives you a Kita, while doing an [[All Clear]] gives a bigger Kita, which is displayed above the level. To advance to the next section, you need to have at least 1 Kita (that is, either clear a Tetris or get an All Clear in the section). Any line clears that would pass a level stop without a Kita will not let you advance sections, and display Kita falling over.
If you do not have a Kita and achieve an All Clear at x99, you will still be unable to advance until the next line clear.


==== Rewind ====
==== Rewind ====
One can use the '''Rewind''' button to undo a placed piece.
During any time in the game, one can use the '''Rewind''' button to undo a previously placed piece, or a currently held piece. This can be done infinitely many times for a piece, and you can rewind multiple pieces at once. The rewind animation takes '''61''' frames to finish.


You cannot rewind to previous section.
You '''cannot''' rewind to the previous section. The board layout upon a section advance must be played on.


==== Infinity ====
==== Infinity ====
Unlike other modes in ''TGM4'', Asuka has [[infinity]], '''no limit''' on how you can stall the piece before you locked the piece.
Unlike other modes in ''TGM4'', Asuka has [[infinity]], meaning there is '''no limit''' on how long you can stall a piece before lock delay will stop being reset.
 
==== Vanish (Fading/Invisible Tetris) ====
Starting from level 1000, the game enters the '''Vanish phase''', where pieces fade out from the stack some time after being placed. Any pieces that are placed before Level 1000 stay unaffected by this fading, and will stay visible until cleared. 
 
Starting from level 1200, all pieces placed become invisible immediately after being placed.  


==== Fading / Invisible Tetris ====
Completing all 1300 levels of this mode awards the player with the '''ASUKA-MASTER (Am)''' grade.
Starting from level 1000, the game enters the fading phase, where pieces fade out from the stack briefly after being placed.


Starting from level 1200, all the next pieces placed become invisible.
 
{| 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"
|+'''Fading speed'''
|-
! bgcolor="#80A3F8"|Level
! bgcolor="#FFA069"|Frames taken to disappear
|-
|  bgcolor="#C4E8E8"|1000 - 1099
| bgcolor="#FFD3AC"| 180
|-
|  bgcolor="#C4E8E8"|1100 - 1199
| bgcolor="#FFD3AC"| 60
|-
|  bgcolor="#C4E8E8"|1200 - 1300
| bgcolor="#FFD3AC"| 3
|-
|}


=== Master ===
=== Master ===
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The unfinished '''Rounds''' mode from the location test of [[Tetris_The_Grand_Master_4_The_Masters_of_Round#Rounds|''TGM4'':MoR]] is thought to be an early version of Master.
The unfinished '''Rounds''' mode from the location test of [[Tetris_The_Grand_Master_4_The_Masters_of_Round#Rounds|''TGM4'':MoR]] is thought to be an early version of Master.


==== Speed timings ====
==== Speed timings ====
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|  bgcolor="#C4E8E8"| 0000-0099
|  bgcolor="#C4E8E8"| 0000-0099
| bgcolor="#FFD3AC"| 12
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| bgcolor="#FFE3AC"| 15
| bgcolor="#FFE3AC"| 8
| bgcolor="#FFFF88"|
| bgcolor="#FFFF88"| 12
| bgcolor="#CCBBFF"| 20
| bgcolor="#CCBBFF"| 20
| bgcolor="#D7ECC6"|
| bgcolor="#D7ECC6"| 6
|-
|-
|  bgcolor="#C4E8E8"| 0100-0199
|  bgcolor="#C4E8E8"| 0100-0199
| bgcolor="#FFD3AC"| 12
| bgcolor="#FFD3AC"| 12
| bgcolor="#FFE3AC"| 12
| bgcolor="#FFE3AC"| 7
| bgcolor="#FFFF88"|
| bgcolor="#FFFF88"|  
| bgcolor="#CCBBFF"| 20
| bgcolor="#CCBBFF"| 20
| bgcolor="#D7ECC6"|
| bgcolor="#D7ECC6"| 5
|-
|-
|  bgcolor="#C4E8E8"| 0200-0299
|  bgcolor="#C4E8E8"| 0200-0299
| bgcolor="#FFD3AC"| 12
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| bgcolor="#FFE3AC"| 10
| bgcolor="#FFE3AC"| 6
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| bgcolor="#CCBBFF"| 20
| bgcolor="#CCBBFF"| 20
| bgcolor="#D7ECC6"|
| bgcolor="#D7ECC6"| 4
|-
|-
|  bgcolor="#C4E8E8"| 0300-0399
|  bgcolor="#C4E8E8"| 0300-0399
| bgcolor="#FFD3AC"| 10
| bgcolor="#FFD3AC"| 10
| bgcolor="#FFE3AC"| 10
| bgcolor="#FFE3AC"| 6
| bgcolor="#FFFF88"|
| bgcolor="#FFFF88"|
| bgcolor="#CCBBFF"| 20
| bgcolor="#CCBBFF"| 20
| bgcolor="#D7ECC6"|
| bgcolor="#D7ECC6"| 4
|-
|-
|  bgcolor="#C4E8E8"| 0400-0499
|  bgcolor="#C4E8E8"| 0400-0499
| bgcolor="#FFD3AC"| 9
| bgcolor="#FFD3AC"| 9
| bgcolor="#FFE3AC"| 10
| bgcolor="#FFE3AC"| 6
| bgcolor="#FFFF88"|
| bgcolor="#FFFF88"|
| bgcolor="#CCBBFF"| 20
| bgcolor="#CCBBFF"| 20
| bgcolor="#D7ECC6"|
| bgcolor="#D7ECC6"| 4
|-
|-
|  bgcolor="#C4E8E8"| 0500-0599
|  bgcolor="#C4E8E8"| 0500-0599
| bgcolor="#FFD3AC"| 8
| bgcolor="#FFD3AC"| 8
| bgcolor="#FFE3AC"| 8
| bgcolor="#FFE3AC"| 5
| bgcolor="#FFFF88"|
| bgcolor="#FFFF88"|
| bgcolor="#CCBBFF"| 20
| bgcolor="#CCBBFF"| 20
| bgcolor="#D7ECC6"|
| bgcolor="#D7ECC6"| 3
|-
|-
|  bgcolor="#C4E8E8"| 0600-0699
|  bgcolor="#C4E8E8"| 0600-0699
| bgcolor="#FFD3AC"| 7
| bgcolor="#FFD3AC"| 7
| bgcolor="#FFE3AC"| 8
| bgcolor="#FFE3AC"| 5
| bgcolor="#FFFF88"|
| bgcolor="#FFFF88"|
| bgcolor="#CCBBFF"| 16
| bgcolor="#CCBBFF"| 16
| bgcolor="#D7ECC6"|
| bgcolor="#D7ECC6"| 3
|-
|-
|  bgcolor="#C4E8E8"| 0700-0799
|  bgcolor="#C4E8E8"| 0700-0799
| bgcolor="#FFD3AC"| 7
| bgcolor="#FFD3AC"| 7
| bgcolor="#FFE3AC"| 7
| bgcolor="#FFE3AC"| 5
| bgcolor="#FFFF88"|
| bgcolor="#FFFF88"|
| bgcolor="#CCBBFF"| 14
| bgcolor="#CCBBFF"| 14
| bgcolor="#D7ECC6"|
| bgcolor="#D7ECC6"| 3
|-
|-
|  bgcolor="#C4E8E8"| 0800-0899
|  bgcolor="#C4E8E8"| 0800-0899
| bgcolor="#FFD3AC"| 7
| bgcolor="#FFD3AC"| 7
| bgcolor="#FFE3AC"| 7
| bgcolor="#FFE3AC"| 5
| bgcolor="#FFFF88"|
| bgcolor="#FFFF88"|
| bgcolor="#CCBBFF"| 12
| bgcolor="#CCBBFF"| 12
| bgcolor="#D7ECC6"|
| bgcolor="#D7ECC6"| 3
|-
|-
|  bgcolor="#C4E8E8"| 0900-0999
|  bgcolor="#C4E8E8"| 0900-0999
| bgcolor="#FFD3AC"| 6
| bgcolor="#FFD3AC"| 6
| bgcolor="#FFE3AC"| 6
| bgcolor="#FFE3AC"| 5
| bgcolor="#FFFF88"|
| bgcolor="#FFFF88"|
| bgcolor="#CCBBFF"| 10
| bgcolor="#CCBBFF"| 10
| bgcolor="#D7ECC6"|
| bgcolor="#D7ECC6"| 3
|-
|-
|  bgcolor="#C4E8E8"| 1000-1799
|  bgcolor="#C4E8E8"| 1000-1799
| bgcolor="#FFD3AC"| 12
| bgcolor="#FFD3AC"| 12
| bgcolor="#FFE3AC"| 13
| bgcolor="#FFE3AC"| 10
| bgcolor="#FFFF88"|
| bgcolor="#FFFF88"|
| bgcolor="#CCBBFF"| 16
| bgcolor="#CCBBFF"| 16
| bgcolor="#D7ECC6"|
| bgcolor="#D7ECC6"| 3
|-
|  bgcolor="#C4E8E8"| 1800-1899
| bgcolor="#FFD3AC"| 12
| bgcolor="#FFE3AC"| 10
| bgcolor="#FFFF88"|
| bgcolor="#CCBBFF"| 14
| bgcolor="#D7ECC6"| 3
|-
|  bgcolor="#C4E8E8"| 1900-1999
| bgcolor="#FFD3AC"| 12
| bgcolor="#FFE3AC"| 10
| bgcolor="#FFFF88"|
| bgcolor="#CCBBFF"| 12
| bgcolor="#D7ECC6"| 3
|-
|  bgcolor="#C4E8E8"| 2000-2299
| bgcolor="#FFD3AC"| 12
| bgcolor="#FFE3AC"| 10
| bgcolor="#FFFF88"|
| bgcolor="#CCBBFF"| 10
| bgcolor="#D7ECC6"| 3
|-
|  bgcolor="#C4E8E8"| 2300-2600
| bgcolor="#FFD3AC"| 12
| bgcolor="#FFE3AC"| 10
| bgcolor="#FFFF88"| 4
| bgcolor="#CCBBFF"| 10
| bgcolor="#D7ECC6"| 3
|}
* 300, 500, 700-1000: Clears in Pikii still count as clearing lines. Line ARE and Line clear delay apply as usual.
* 1300+: A clean line clear containing no Ice blocks or a Tetris apply Line ARE and Line clear delay. A partial clear that removes no full line applies normal ARE (but the level will still increment as normal).
 
{| 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"
|+'''Piece movement limitations'''
|-
! bgcolor="#80A3F8"|Level
! bgcolor="#FFA069"|Limits (Standard)
! bgcolor="#CC88FF"|Limits (TGM)
|-
|  bgcolor="#C4E8E8"| 0000-?
| bgcolor="#FFD3AC"| ?
| bgcolor="#CCBBFF"| ?
|-
|-
|  bgcolor="#C4E8E8"| 1200-2600
| bgcolor="#FFD3AC"| Step reset
| bgcolor="#CCBBFF"| Step reset
|}
|}


==== Medals ====
==== Medals ====
You earn medals by completing corresponding tasks. Medals does various effects on your playthoughs.
You earn medals by completing corresponding tasks. Medals have two specific effects on gameplay: Line clear level bonuses and Master Pikii freeze times.
 
Master Pikii's freeze time starts at 2 frames.


{| border="2" cellpadding="2" cellspacing="2" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; max-width:60em"
{| border="2" cellpadding="2" cellspacing="2" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; max-width:50em"
|+'''Medals'''
|+'''Medals'''
|-
|-
Line 371: Line 562:
! Conditions
! Conditions
! Effects on Level advancing
! Effects on Level advancing
! Effects on extending Master Pikii Freeze Time
! Effects on extending Master Pikii freeze time
|-
|-
! bgcolor="#260b05" | <span style="color:#98744a">ALL CLEAR!</span>
! bgcolor="#260b05" | <span style="color:#98744a">ALL CLEAR!</span>
| Performing an [[All Clear]].
| Perform an [[All Clear]].
| +1 LEVEL for all types of line clears per '''6''' badges owned.
| +1 LEVEL for all types of line clears per '''6''' medals owned.
| 2.5 frames per medal, rounded down.  
|-
|-
! bgcolor="#e9a915"| TETRIS
! bgcolor="#e9a915"| TETRIS
| Performing a [[Tetris]].  
| Perform a [[Tetris]].  
| +1 LEVEL for all types of line clears per '''10''' badges owned.
| +1 LEVEL for all types of line clears per '''10''' medals owned.
| 1 frame per medal.
|-
|-
! bgcolor="#e9a915"| TSPIN
! bgcolor="#e9a915"| TSPIN
| Performing a T-spin Double or T-spin Triple (Standard rule).
| Perform a T-spin Double or T-spin Triple (Standard rule).
| +1 LEVEL for all types of line clears per '''16''' badges owned.
| +1 LEVEL for all types of line clears per '''16''' medals owned.
| 1 frame per medal.
|-
|-
! bgcolor="#228cbc"| PIKII
! bgcolor="#228cbc"| PIKII
| Clear a line in the frozen area starting from Level 300.
| Clear a line in the frozen area starting from Level 300.
| +1 LEVEL for all types of line clears by owning more than '''28''' badges (inclusive).
| +1 LEVEL for all types of line clears per '''28''' medals owned.
| 3 frames per medal.
|}
|}


====Pikii (300-500) and Pikii-2 (700-999)====
====Pikii (300-399, 500-599) and Pikii-2 (700-999)====
In levels 300-399, 500-599, and 700-999, the game will enter the '''Pikii''' section, where the bottom half of the playfield is ''frozen''; any line clears in the frozen area will '''not''' clear until the section is passed, but they do count for levels as if they had cleared. The background of these "frozen" sections have their colors inverted.  
At levels 300-399 and 500-599, the game will enter the '''Pikii''' section, where the bottom half of the playfield is ''frozen''; any line clears in the frozen area will '''not''' clear until the section is passed, but they do count for levels as if they had cleared. The background of these "frozen" sections have their colors inverted.


When a frozen section is passed, all finished line in the frozen area will be cleared, leaving only the unfinished lines.
When a frozen section is passed, all finished line in the frozen area will be cleared, leaving only the unfinished lines.
At level 700, the game switches to '''Pikii-2'''. This section effectively works the same way as standard Pikii, but there are no unfrozen sections in-between. Upon a section pass, frozen lines will clear, but the bottom half will immediately re-freeze. Pikii-2 ends after level 999.


====Cyclone (1000+)====
====Cyclone (1000+)====
Starting at level 1000 the game will enter the '''Cyclone''' section, during which the piece spawned will have its rotation randomized, as shown in the next box. Only the very next piece will show its rotation.
Starting at level 1000 the game will enter the '''Cyclone''' section, which stays until the end of the game. Some pieces spawned will have their rotation randomized, as shown in the next box. Only the very next piece will show its rotation.


When a pre-rotated piece is held, it will retain its rotation.
When a pre-rotated piece is held, it will retain its rotation preview.


Reaching level 1100 awards the Master grade if the game does not reach the end.
Reaching level 1100 awards the player '''Master grade (m)''' if the game does not reach the end.


====Master Pikii (1300+)====
====Master Pikii (1300+)====
Starting at level 1300, minos will begin to freeze a certain number of pieces after they are placed. The time before the freeze depends on the medals earned up to that point.  
Starting at level 1300, game enters the '''Master Pikii''' section, which stays until the end of the game. Each placed piece starting at Level 1300 will freeze after a certain time, including its separate minos if the piece is partially cleared. This time varies depending on how many medals you have obtained (see the table above). Pieces placed before Level 1300 stay unaffected.
 
The frozen minos '''do not clear'''  when a line clear is made, but non-frozen minos in the line with them will clear as usual.
 
As a special gimmick, clearing a Tetris in these sections will delete the bottom row of the playfield. This is the only way to remove frozen blocks.
 
====End game (Credits roll)====
 
<!-- ver 1.3
To reach Level 2600, the section-passing clear must be a line clear using no frozen blocks. A Tetris clear on frozen blocks '''does not count'''.  The game will counter stop at Level 2599 indefinitely if no such lines are made.
-->
 
Master ends at Level '''2600'''.
 
Reaching level 2600 within certain (currently unknown) conditions will cause the "'''END GAME'''" section to begin. Failing or topping out during END GAME, or failing to meet the conditions for its activation, will award the player the '''GRAND-MASTER (Gm)''' grade.
 
During the "'''END GAME'''" section, the game will rewind all pieces placed in the last 65 seconds, putting you back at that point in time at the same level you had at that point, with the goal being to reach level 2600 within a 65 second time limit. The piece sequence will be the same. Cyclone and Master Pikii are still active during this, but the playfield at the start of this section will be unfrozen. Medals will not be reversed either. There are no line clear requirements to get past every xx99 level.
 
It is unknown if there is a line clear required to get past level 2599.
 
Reaching Level 2600 within the 65 second time limit will award the the player '''GRAND-MASTER! Rounds''' grade. An additional number will also be appended (for example Rounds-Six); it is unknown what the number means at this moment.
 
In practice mode, once 2600 is reached, a 'Congratulations!" is given and the game ends; there is no end game.
 
Until May 12, 2025, the only way to reach 2600 was to clear a line with no frozen minos. The level would stay at 2599 otherwise. In version 1.4.0, this behavior was removed, and any line clear is now sufficient to reach 2600.
 
=== Konoha ===
{{main|Tetris The Grand Master 4 Absolute Eye/Konoha Characters}}
[[Image:TGM4_Konoha_mode.jpeg|200px|thumb|right|TGM4 Konoha mode screenshot]]


The frozen minos do not clear, but non-frozen minos in the line with them will clear.  
'''Konoha''' is a mode centered around big [[tetromino]]s, with an emphasis on achieving [[All Clear]]s. Successfully completing All Clears rewards players with unlockable illustrations, which can be viewed in the Konoha Character Gallery.  


As a special gimmick, Clearing a Tetris in these sections deletes the bottom row of the playfield.
==== Gameplay ====
The goal of this mode is to get as many [[All Clear]]s (Bravos) as possible in Big mode under a time limit. This time starts at 2 minutes for Standard Rule, and 4 minutes and 10 seconds for TGM Rule.
 
Extra time is obtained by performing certain clears. The timer has an upper limit of 5 minutes.
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Time Bonuses'''
|-
!bgcolor="#80A3F8"|Clear Type
!bgcolor="#CC88FF"|Time Awarded <br> (frames)
!bgcolor="#CC88FF"|Time Awarded after Level 1000 <br> (frames)
|-align = center
| bgcolor="#C4E8E8"|Single Line Clear
| bgcolor="#CCBBFF"| 1
| bgcolor="#CCBBFF"| 0
|-align = center
| bgcolor="#C4E8E8"|Double Line Clear
| bgcolor="#CCBBFF"| 2
| bgcolor="#CCBBFF"| 0 
|-align = center
| bgcolor="#C4E8E8"|Triple Line Clear
| bgcolor="#CCBBFF"| 5
| bgcolor="#CCBBFF"| 0 
|-align = center
| bgcolor="#C4E8E8"|Tetris Line Clear
| bgcolor="#CCBBFF"| 11
| bgcolor="#CCBBFF"| 60 (1 second)
|-align = center
| bgcolor="#C4E8E8"|Single All Clear
| bgcolor="#CCBBFF"| 300 (5 seconds)
| bgcolor="#CCBBFF"| 0 
|-align = center
| bgcolor="#C4E8E8"|Double All Clear
| bgcolor="#CCBBFF"| 480 (8 seconds)
| bgcolor="#CCBBFF"| 0 
|-align = center
| bgcolor="#C4E8E8"|Triple All Clear
| bgcolor="#CCBBFF"| 660 (11 seconds)
| bgcolor="#CCBBFF"| 0 
|-align = center
| bgcolor="#C4E8E8"|Tetris All Clear
| bgcolor="#CCBBFF"| 900 (15 seconds)
| bgcolor="#CCBBFF"| 60 (1 second)
|}
 
==== Kita Kitsune (Konoha{{efn|name=konoha}}) ====
In the game, Kita Kitsune will appear beside the playfield if the CPU detects an All Clear sequence is possible, and celebrates when it's achieved or falls over when the opportunity is missed. It should be noted that it is not error-free and may miss some possible All Clears. 
 
An icon of Kita Kitsune in a flower appears below the playfield if the current character illustration is one that has not yet been unlocked.
 
==== Assists ====
There is an optional assist which shows outlines of where to place pieces to achieve the All Clears that the CPU detects. The assist defaults to being turned on, and there is no penalty for using it. The assist mode goes away after the 25th All Clear in a run.
 
==== Easy and Hard difficulties ====
One can select between EASY and HARD mode by using Left or Right when KONOHA mode is hovered on the mode select.
 
Easy features only L, J, I, T and O pieces. Gravity and timings do not change over the whole course, and Easy mode ends when 110 all-clears are achieved. You only get access to the first 37 Konoha girls in Easy mode.
 
Hard mode features all 7 pieces and continues indefinitely until the time runs out. Clearing more than 110 All clears (inclusive?) in hard mode awards the player the title '''KONOHA-MASTER (Km)'''.
 
 
 
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Internal Gravity'''
!bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)||bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)
|-align = center
|bgcolor="#C4E8E8"|0||4||bgcolor="#C4E8E8"|101||16
|-align = center
|bgcolor="#C4E8E8"|8||5||bgcolor="#C4E8E8"|112||48
|-align = center
|bgcolor="#C4E8E8"|19||6||bgcolor="#C4E8E8"|121||80
|-align = center
|bgcolor="#C4E8E8"|35||8||bgcolor="#C4E8E8"|132||128
|-align = center
|bgcolor="#C4E8E8"|40||10||bgcolor="#C4E8E8"|144||112
|-align = center
|bgcolor="#C4E8E8"|50||12||bgcolor="#C4E8E8"|156||144
|-align = center
|bgcolor="#C4E8E8"|60||16||bgcolor="#C4E8E8"|167||176
|-align = center
|bgcolor="#C4E8E8"|70||32||bgcolor="#C4E8E8"|177||192
|-align = center
|bgcolor="#C4E8E8"|80||48||bgcolor="#C4E8E8" rowspan=2|200||rowspan=2|5120 (20G)
|-align = center
|bgcolor="#C4E8E8"|90||64
|}
 
{| 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"
|+'''Speed timings'''
|-
! bgcolor="#80A3F8"|Level
! bgcolor="#FFA069"|[[ARE]]<br/>(frames)
! bgcolor="#FFB069"|Line [[ARE]]<br/>(frames)
! bgcolor="#FFFF55"|[[DAS]]<br/>(frames)
! bgcolor="#CC88FF"|[[Drop|Lock]]<br/>(frames)
! bgcolor="#66BB55"|[[Line clear]]<br/>(frames)
|-
|  bgcolor="#C4E8E8"| 0-?
| bgcolor="#FFD3AC"| 27
| bgcolor="#FFE3AC"| 27
| bgcolor="#FFFF88"| 17
| bgcolor="#CCBBFF"| 60
| bgcolor="#D7ECC6"| 25
|}


=== Shiranui ===
=== Shiranui ===
Line 413: Line 741:
[[Image:TGM4_Shiranui_mode.jpeg|200px|thumb|right|TGM4 Shiranui mode screenshot]]
[[Image:TGM4_Shiranui_mode.jpeg|200px|thumb|right|TGM4 Shiranui mode screenshot]]


'''Shiranui''' is a newly introduced mode in ''TGM4''. It is a standard guideline versus mode where players face off against CPU-controlled opponents of varying difficulty. Higher tiers present more challenging adversaries, and under specific conditions, a hidden difficulty level may become available. There are tiers 0-101, and possibly more that are yet undiscovered. Defeating tier 0 does not award stars, which usually mark how well a player has beaten a tier.
'''Shiranui''' is a newly introduced mode in ''TGM4''. It is a standard guideline versus mode where players face off against CPU-controlled opponents of varying difficulty. Higher tiers present more challenging adversaries, and under specific conditions, hidden difficulty levels may become available.


==== Gameplay ====  
==== Gameplay ====  
Each game will be played on a Best-of-3, with a 2 minute limit on each round. You win the round by either [[Top out]] your opponent, having more levels than the opponent when time is up, or reaching the Level limit (999) first. The game ends in a draw if when times is up both player have the same level count.  
Each game is played as a Best-of-3, with a 2 minute time limit on each round. You win the round by forcing your opponent to [[top out]], having more levels than the opponent when time is up, or reaching the Level limit (999) first. The game ends in a draw if both players have the same level count when time is up.


Upon defeating a CPU, stars will appear on the right of the tier where you defeated the CPU, which usually mark how well a player has beaten a tier:
* '''5 Stars''' in a T shaped block: The game is won 2-0 and you topped out the opponent in both games.
* '''4 Stars''':
* '''3 Stars''': The game is won 2-1, with both wins being due to topping out the opponent (needs confirmation)
* '''2 Stars''': The game is won 2-1, with one win being due to time out (needs confirmation)
New tiers will unlock when a bot is beaten, based on your performance. The highest tier unlocked upon a victory is equal to the defeated tier, plus how many stars were gained. This unlock scheme is capped at tier 100.
==== Ruleset ====
The gameplay is the same as in standard versus mode found in most multiplayer Tetris game.
The gameplay is the same as in standard versus mode found in most multiplayer Tetris game.


==== Ruleset difference ====
Depending on the rule one uses, certain attacks' damage and timings will change:
Depending on the rule one uses, certain attacks' damage and timings will change:


{| class="wikitable"
{| class="wikitable"
|+'''Ruleset difference'''
|+Ruleset difference
! colspan=2| Rules  
! colspan=2| Rules  
! Standard Rule
! Standard Rule
Line 467: Line 804:
|-  
|-  
| All Clear
| All Clear
| colspan=2 | 10 Fixed, not counting last line clear type  
| colspan=2 | 10 not counting last line clear type  
|-
| colspan=4  |T-spins do '''not''' receive Back to Back bonus, nor do they maintain Back to Back (despite the text shown). <br> Only Consecutive Tetrises counts as Back to Backs.
|-
| colspan=4  |Under '''Konoha''' settings, '''T-spins deal no damage'''. <br> All attack damages are '''doubled''' except All Clears, which stay at 10 Lines.
|-
|-
|[[DAS]] (frames)
|[[DAS]] (frames)
Line 476: Line 817:
|-
|-
|[[Line clear]] (frames)
|[[Line clear]] (frames)
|-
| colspan=4  |T-spins do '''not''' receive Back to Back bonus, nor do they maintain Back to Back. <br> Only Consecutive Tetrises counts as Back to Backs.
|}
|}


Line 522: Line 861:
|-
|-
|}
|}
==== Special Difficulties ====
There are several unlockable Tiers.
* Tier 0 unlocks when one has played SHIRANUI 50 times.
Tier 0 is a special bot that is trained based on your past games to play similarly to you. Defeating tier 0 does not award stars.
* Tier 101 unlocks when Tier 100 CPU has been beaten and has collected the first 37 Konoha girls (unverified but said by Mihara).
Tier 101 will play on 60Hz DAS instead of 30Hz DAS like other bots. Defeating Tier 101 CPU awards the player the title '''SHIRANUI-MASTER (Sm)'''.
* (Version 1.1.3) Tier 102, 103, 104 get unlocked when Tier 101 CPU has been beaten. These three tiers act as exhibition games.
** Tier 102 plays under 20G settings.
** Tier 103 plays under Konoha (Hard) settings.
** Tier 104 plays under Konoha (Easy) settings.


=== Versus ===
=== Versus ===
Compared to previous entries in the TGM series, '''Versus''' in ''TGM4'' follows a more modern path with how Guideline Versus works.
As of version 1.0.4, notable differences between ''TGM4'''s Versus and older titles are:
* There is only versus rules and no clear rule/Cement Mode.
* There are no items.
To start a versus match, either player picks a mode, and starts as if playing alone. When the second player press their buttons, they will be asked if they want to challenge the other player. If they choose 'yes', then the other player will lose their game, "Here comes a new challenger" will scroll across the screen, and versus mode will start in whatever mode the first player was playing in. Alternatively, you can choose Local multiplayer on the menu to directly access to the regular versus mode.
==== Regular Versus ====
==== Other types of versus ====
If a mode is picked in prior, the versus will use their respective speed curves and settings for each player.
* '''Konoha Versus''': The versus will proceed using big blocks. Selecting Easy or Hard mode will also affect the versus randomizer.
* '''Master Versus''':
==== Optional Settings ====


=== Other Modes ===
=== Other Modes ===
Line 620: Line 989:


On December 5, 2024, Mihara announced a play test for the versus mode, but did not reveal the location, challenging dedicated players to find it.<ref>{{Cite tweet |author=Ichiro Mihara |author-link=Ichiro Mihara |user=miharasan |number=1864640444837294323 |script-title=ja:TGM4の調整。 TGMシリーズとはいえ、対戦部分をおざなりにするつもりはないので対戦用の調整をしたいな~とは考えてるので、対戦なら負ける要素がないです!という兵(つわもの)は、テストプレイに御参加下さい。 参加方法は見つけて下さい。 兵なら見つけられるところに置いといたんで。 |trans-title=Adjusting TGM4. Even though this is a TGM series, we don't intend to neglect the battle aspect, so we're thinking about making some adjustments for battles, so if you're a warrior who thinks like that, please join us in the test play. Find out how to participate. I left it where the soldiers could find it. |language=ja |access-date=2024-12-05 |link=no |archive-link=https://archive.ph/ckMi7 |archive-date=2024-12-05 |quote=}}</ref>
On December 5, 2024, Mihara announced a play test for the versus mode, but did not reveal the location, challenging dedicated players to find it.<ref>{{Cite tweet |author=Ichiro Mihara |author-link=Ichiro Mihara |user=miharasan |number=1864640444837294323 |script-title=ja:TGM4の調整。 TGMシリーズとはいえ、対戦部分をおざなりにするつもりはないので対戦用の調整をしたいな~とは考えてるので、対戦なら負ける要素がないです!という兵(つわもの)は、テストプレイに御参加下さい。 参加方法は見つけて下さい。 兵なら見つけられるところに置いといたんで。 |trans-title=Adjusting TGM4. Even though this is a TGM series, we don't intend to neglect the battle aspect, so we're thinking about making some adjustments for battles, so if you're a warrior who thinks like that, please join us in the test play. Find out how to participate. I left it where the soldiers could find it. |language=ja |access-date=2024-12-05 |link=no |archive-link=https://archive.ph/ckMi7 |archive-date=2024-12-05 |quote=}}</ref>
=== Post-release ===
Development and optimization of TGM4 continued after its official release on April 4, 2025 with updates being delivered through the Steam platform. The full changelog, along with other developer announcements, can be found [https://steamcommunity.com/app/3328480/allnews/ in the Steam Community page].
Between release and 1.1.0, the announcement for obtaining a grade in Normal mode and all of the M-ranks was adjusted from 'YOU AER', originally a pun for 'Absolute Eye Rank'<ref>https://steamcommunity.com/app/3328480/discussions/0/603026670105975138/</ref>, to the fixed spelling 'YOU ARE'. Version 1.1.0 was pushed<ref>https://store.steampowered.com/news/app/3328480/view/837214361691882108?l=english</ref> on April 11, adding support for custom keybinds, a feature highly requested by players and reviewers upon the game's release.
Master mode would receive the most changes through patches. With version 1.1.0, the Mino Axis Display<ref>https://store.steampowered.com/news/app/3328480/view/837214361691882108?l=english</ref>, referring to an indicator for the rotation state of the current and next pieces, begins to show from the beginning of Cyclone (level 1000) onwards. In version 1.2.0, released on April 30, the probability of a piece not being pre-rotated during Cyclone was increased, though this was only indirectly mentioned as a difficulty adjustment in the patch notes<ref>https://store.steampowered.com/news/app/3328480/view/520838311548289061?l=english</ref>. With the same update, the ability to pass level 2599 by clearing a Tetris was removed, meaning that at the time, the only way to reach level 2600 was by clearing a line without using any frozen blocks. However, on May 12, mere days after the first GM-rank was awarded, Mihara remarked<ref>https://store.steampowered.com/news/app/3328480/view/520838945346422647?l=english</ref> that the 2599 level stop 'forced players into tedious line-clearing tasks, detracting from the intended experience and unfairly hindering skillful players from attaining GM status.' Therefore, the requirement was removed entirely by version 1.4.0, released the same day, and replaced with a normal level stop.
Shiranui mode's 'exhibition tiers' (102-104) were released on April 18 with version 1.1.3<ref>https://store.steampowered.com/news/app/3328480/view/520837042930712879?l=english</ref>, and all tiers would receive minor balance changes in version 1.2.0<ref>https://store.steampowered.com/news/app/3328480/view/520838311548289061?l=english</ref>. Lastly, a harder version of Asuka mode is slated to release following the 2025 Classic Tetris World Championship<ref>https://store.steampowered.com/news/app/3328480/view/520838945346422647?l=english</ref>.
On May 15, following a request from [[The Tetris Company]]<ref>{{https://x.com/miharasan/status/1922857233559293955</ref>, the BGM for Marathon mode from level 1 to 8 was changed to Korobeiniki in version 1.4.1<ref>https://store.steampowered.com/news/app/3328480/view/645814564414292016?l=english</ref>, although the original Katyusha remains for level 9 onwards.


== Reception ==
== Reception ==
TGM4 was initially met with a mostly negative reception, with less than 40% of all Steam ratings being positive. Many players complained that the game had several bugs upon launch, ranging from minor issues to game crashes. The lack of native keyboard remapping was also criticized, as the default mapping is considered too awkward for keyboard players.
In subsequent versions, almost all reported bugs were fixed, and version 1.1.0 added native keyboard remapping. The game has since grown to a very positive rating on Steam, with 85% of all reviews being positive as of May 8, 2025.
{{expand section}}
{{expand section}}


== See also ==
== See also ==
* ''[[Tetris The Grand Master 4 The Masters of Round]]'' - A cancelled version of ''TGM4''.
* ''[[Tetris The Grand Master 4 The Masters of Round]]'' - A cancelled version of ''TGM4''.
* ''[[List of Absolute-Eye Grand Masters]]''


== Notes ==
{{notelist|refs=
{{efn|name=konoha|The fox's official name is Konoha. To avoid confusion with the mode of the same name, they will be referred to as Kita Kitsune, the name Arika uses internally.}}
}}
== References ==
== References ==
<references />
<references />

Revision as of 19:32, 10 June 2025

Tetris The Grand Master 4 Absolute Eye
Absolute Eye Steam banner
Developer(s)Arika
Publisher(s)Arika
Producer(s)Ichiro Mihara
Composer(s)Shinji Hosoe, Ayako Saso
SeriesTGM series
Platform(s)PC (Steam)
Release
  • WW: April 4, 2025
PredecessorTetris The Grand Master 3 Terror-Instinct
Gameplay info
Next pieces6 (Adjustable from 0 to 6)
Playfield size10 × 22
Hold pieceYes (Toggleable)

Tetris The Grand Master 4 Absolute Eye is a game by Arika in the TGM series. It was released on Steam on April 4, 2025.[1] It is the first TGM game to be released on PC.

Gameplay

Buffer zone

Pieces spawn in rows 20-21 in most cases (with I-pieces in 20), except in Shiranui where they spawn one row higher. Cyclone rotates pieces from 20-21, which can cause I-pieces to reach as low as row 18.

New gimmicks

TGM4 features some new gimmicks that are not seen in TGM, TAP and Ti:

  • Initial rotation system (IRS) now allows 180 spins. You can perform 180 degree IRS by pressing two rotation buttons of the same direction.
  • An EXTRA button has been added for TGM Rule (ARS). When holding down, Sonic drop becomes Hard drop, and Soft Lock becomes Soft Drop (does not lock on land). Additionally, ARE is reduced to 7 frames.
  • Diagonals are now an option. When toggled, diagonal directions will also be recognized as either up or down and preserving DAS of that direction.

Rotation system

Much like its predecessor TGM3, Absolute Eye features two different gameplay styles: Standard akin to TGM3's World rule, and TGM, TGM3's Classic rule.

Rule difference
Aspects Standard Rule TGM Rule
Rotation system Standard Tetris Guideline controls and Super Rotation System The original Arika Rotation System, modified with extended wall kicks
Drop Method Hard drop and Soft drop. Sonic drop and Soft Lock.
Hard drop possible by holding down EXTRA when Sonic dropping, Soft drop possible by holding down EXTRA when Lock dropping.
Piece movement limitation 16 move reset, 4 rotation reset. No limitation in Asuka. Reduces during Master (see below).
Randomizer 7BS with no S, Z or O as the first piece
IRM (Konoha only)
IRM
7BS with no S, Z or O as the first piece (Shiranui only)
Mode specific differences
  • No Marathon mode.
  • Konoha: Longer starting time limit (4:10)
  • Shiranui: Stronger attack on Tetrises, longer Line Clear delay

Master titles

Some of the modes will award you the corresponding title once a level or a conditions is met, which is shown on the top right when in mode select. Meeting the condition in Standard rule gives you the Silver titles, while doing it in TGM rule will give you the Bronze titles. Meeting the condition in both modes will finally award you the Gold titles.

Masters Title conditions (WARNING: SPOILERS FOR ALL MODES)
Modes Title Name Conditions
Asuka Asuka Master (Am) Complete the mode (1300 Levels).
Konoha Konoha Master (Km) Get 110 or more all-clears in hard mode.
Shiranui Shiranui Master (Sm) Defeat tier 101.
Master
Master (m)
Grand Master (Gm)
Grand Master Rounds (Gm ROUNDS)
Complete 1100 Levels.
Complete 2600 levels.
Complete the END GAME.

Level advance

In TGM4, the level increase of each line clear depends on the mode:

Line clear level advance
Line clear Normal, Asuka Shiranui Konoha Master
Single 1 1 2 1 Default Values
Varies by medals
Double 2 2 4 2
Triple 4 3 6 4
Tetris 6 4 12 6

Game modes

Absolute Eye features a variety of game modes designed to accommodate different skill levels and playstyles.

Marathon

Marathon is a score based mode found in most Guideline games. This mode is only available in Standard Rule.

Points are scored by manually dropping and locking pieces, and by clearing lines. As the game progresses, line clears will award more points, and gravity will gradually increase. This mode ends after 150 lines are cleared. There is no grading system present in Marathon.

TGM4 Marathon mode screenshot

Normal

TGM4 Normal mode screenshot

Normal is a 999-level mode that resembles the Master mode from previous entries. This mode is only available in TGM Rule.

Grading

At the end of a run, the player is given a grade in the form A of B (for example Five of Eight). Each number ranges from Zero to Ten, with the minimum grade being Zero of Zero and the maximum grade being Ten of Ten.

B is based purely on the player's progress. At every multiple of 111 levels (111, 222, 333, etc.), B will increment by one, eventually reaching Nine at level 999. If the credit roll is reached, B will become Ten if the credits are passed, and stay at Nine if the player tops out.

A requirements (WARNING: SPOILERS FOR NORMAL MODE)
YOU ARE (SPOILERS WARNING!)
Level b Section Time requirement
0-110 Zero 0-199 76s
111-221 One 200-299 39s
222-332 Two 300-399 40s
333-443 Three 400-499 40s
444-554 Four 500-599 39s
555-665 Five 600-699 35s
666-776 Six 700-799 30s
777-887 Seven 800-899 29s
888-998 Eight 900-999 28s
999 Nine Sum 356s
Completing credits Ten Full game 357s

On the leaderboards, this mode is presented as a time-attack mode without displaying grades.

Asuka

TGM4 Asuka mode screenshot

Designed for intermediate players, Asuka features 20G drop speeds, demanding quick and precise placements to level up within a set time limit. It also introduces a rewind mechanic, allowing players to retry piece placements. The unfinished Kamui mode from TGM3 is thought to be an early version of Asuka.


Speed timings

Gravity is fixed at 20G.

Delays
Level ARE
(frames)
Line ARE
(frames)
DAS
(frames)
Lock
(frames)
Line clear
(frames)
000 - 099 18 14 30 12
100 - 199 14 8 26 6
200 - 399 12 8 18 6
300 - 399 12 7 18 5
400 - 499 12 6 17 4
500 - 699 8 6 15 4
700 - 799 6 5 15 3
800 - 1099 6 5 12 3
1100 - 1300 5 5 12 3

Kita (Konoha[a])

Clearing a Tetris gives you a Kita, while doing an All Clear gives a bigger Kita, which is displayed above the level. To advance to the next section, you need to have at least 1 Kita (that is, either clear a Tetris or get an All Clear in the section). Any line clears that would pass a level stop without a Kita will not let you advance sections, and display Kita falling over.

If you do not have a Kita and achieve an All Clear at x99, you will still be unable to advance until the next line clear.

Rewind

During any time in the game, one can use the Rewind button to undo a previously placed piece, or a currently held piece. This can be done infinitely many times for a piece, and you can rewind multiple pieces at once. The rewind animation takes 61 frames to finish.

You cannot rewind to the previous section. The board layout upon a section advance must be played on.

Infinity

Unlike other modes in TGM4, Asuka has infinity, meaning there is no limit on how long you can stall a piece before lock delay will stop being reset.

Vanish (Fading/Invisible Tetris)

Starting from level 1000, the game enters the Vanish phase, where pieces fade out from the stack some time after being placed. Any pieces that are placed before Level 1000 stay unaffected by this fading, and will stay visible until cleared.

Starting from level 1200, all pieces placed become invisible immediately after being placed.

Completing all 1300 levels of this mode awards the player with the ASUKA-MASTER (Am) grade.


Fading speed
Level Frames taken to disappear
1000 - 1099 180
1100 - 1199 60
1200 - 1300 3

Master

TGM4 Master mode screenshot

Master mode is the ultimate test of Tetris skill, following in the footsteps of T.A. Death and Shirase modes from previous TGM titles. Master mode has a red field border.

The unfinished Rounds mode from the location test of TGM4:MoR is thought to be an early version of Master.

Speed timings

Gravity is fixed at 20G.

Delays
Level ARE
(frames)
Line ARE
(frames)
DAS
(frames)
Lock
(frames)
Line clear
(frames)
0000-0099 12 8 12 20 6
0100-0199 12 7 20 5
0200-0299 12 6 20 4
0300-0399 10 6 20 4
0400-0499 9 6 20 4
0500-0599 8 5 20 3
0600-0699 7 5 16 3
0700-0799 7 5 14 3
0800-0899 7 5 12 3
0900-0999 6 5 10 3
1000-1799 12 10 16 3
1800-1899 12 10 14 3
1900-1999 12 10 12 3
2000-2299 12 10 10 3
2300-2600 12 10 4 10 3
  • 300, 500, 700-1000: Clears in Pikii still count as clearing lines. Line ARE and Line clear delay apply as usual.
  • 1300+: A clean line clear containing no Ice blocks or a Tetris apply Line ARE and Line clear delay. A partial clear that removes no full line applies normal ARE (but the level will still increment as normal).
Piece movement limitations
Level Limits (Standard) Limits (TGM)
0000-? ? ?
1200-2600 Step reset Step reset

Medals

You earn medals by completing corresponding tasks. Medals have two specific effects on gameplay: Line clear level bonuses and Master Pikii freeze times.

Master Pikii's freeze time starts at 2 frames.

Medals
Medals Conditions Effects on Level advancing Effects on extending Master Pikii freeze time
ALL CLEAR! Perform an All Clear. +1 LEVEL for all types of line clears per 6 medals owned. 2.5 frames per medal, rounded down.
TETRIS Perform a Tetris. +1 LEVEL for all types of line clears per 10 medals owned. 1 frame per medal.
TSPIN Perform a T-spin Double or T-spin Triple (Standard rule). +1 LEVEL for all types of line clears per 16 medals owned. 1 frame per medal.
PIKII Clear a line in the frozen area starting from Level 300. +1 LEVEL for all types of line clears per 28 medals owned. 3 frames per medal.

Pikii (300-399, 500-599) and Pikii-2 (700-999)

At levels 300-399 and 500-599, the game will enter the Pikii section, where the bottom half of the playfield is frozen; any line clears in the frozen area will not clear until the section is passed, but they do count for levels as if they had cleared. The background of these "frozen" sections have their colors inverted.

When a frozen section is passed, all finished line in the frozen area will be cleared, leaving only the unfinished lines.

At level 700, the game switches to Pikii-2. This section effectively works the same way as standard Pikii, but there are no unfrozen sections in-between. Upon a section pass, frozen lines will clear, but the bottom half will immediately re-freeze. Pikii-2 ends after level 999.

Cyclone (1000+)

Starting at level 1000 the game will enter the Cyclone section, which stays until the end of the game. Some pieces spawned will have their rotation randomized, as shown in the next box. Only the very next piece will show its rotation.

When a pre-rotated piece is held, it will retain its rotation preview.

Reaching level 1100 awards the player Master grade (m) if the game does not reach the end.

Master Pikii (1300+)

Starting at level 1300, game enters the Master Pikii section, which stays until the end of the game. Each placed piece starting at Level 1300 will freeze after a certain time, including its separate minos if the piece is partially cleared. This time varies depending on how many medals you have obtained (see the table above). Pieces placed before Level 1300 stay unaffected.

The frozen minos do not clear when a line clear is made, but non-frozen minos in the line with them will clear as usual.

As a special gimmick, clearing a Tetris in these sections will delete the bottom row of the playfield. This is the only way to remove frozen blocks.

End game (Credits roll)

Master ends at Level 2600.

Reaching level 2600 within certain (currently unknown) conditions will cause the "END GAME" section to begin. Failing or topping out during END GAME, or failing to meet the conditions for its activation, will award the player the GRAND-MASTER (Gm) grade.

During the "END GAME" section, the game will rewind all pieces placed in the last 65 seconds, putting you back at that point in time at the same level you had at that point, with the goal being to reach level 2600 within a 65 second time limit. The piece sequence will be the same. Cyclone and Master Pikii are still active during this, but the playfield at the start of this section will be unfrozen. Medals will not be reversed either. There are no line clear requirements to get past every xx99 level.

It is unknown if there is a line clear required to get past level 2599.

Reaching Level 2600 within the 65 second time limit will award the the player GRAND-MASTER! Rounds grade. An additional number will also be appended (for example Rounds-Six); it is unknown what the number means at this moment.

In practice mode, once 2600 is reached, a 'Congratulations!" is given and the game ends; there is no end game.

Until May 12, 2025, the only way to reach 2600 was to clear a line with no frozen minos. The level would stay at 2599 otherwise. In version 1.4.0, this behavior was removed, and any line clear is now sufficient to reach 2600.

Konoha

Main article: Tetris The Grand Master 4 Absolute Eye/Konoha Characters
TGM4 Konoha mode screenshot

Konoha is a mode centered around big tetrominos, with an emphasis on achieving All Clears. Successfully completing All Clears rewards players with unlockable illustrations, which can be viewed in the Konoha Character Gallery.

Gameplay

The goal of this mode is to get as many All Clears (Bravos) as possible in Big mode under a time limit. This time starts at 2 minutes for Standard Rule, and 4 minutes and 10 seconds for TGM Rule.

Extra time is obtained by performing certain clears. The timer has an upper limit of 5 minutes.

Time Bonuses
Clear Type Time Awarded
(frames)
Time Awarded after Level 1000
(frames)
Single Line Clear 1 0
Double Line Clear 2 0
Triple Line Clear 5 0
Tetris Line Clear 11 60 (1 second)
Single All Clear 300 (5 seconds) 0
Double All Clear 480 (8 seconds) 0
Triple All Clear 660 (11 seconds) 0
Tetris All Clear 900 (15 seconds) 60 (1 second)

Kita Kitsune (Konoha[a])

In the game, Kita Kitsune will appear beside the playfield if the CPU detects an All Clear sequence is possible, and celebrates when it's achieved or falls over when the opportunity is missed. It should be noted that it is not error-free and may miss some possible All Clears.

An icon of Kita Kitsune in a flower appears below the playfield if the current character illustration is one that has not yet been unlocked.

Assists

There is an optional assist which shows outlines of where to place pieces to achieve the All Clears that the CPU detects. The assist defaults to being turned on, and there is no penalty for using it. The assist mode goes away after the 25th All Clear in a run.

Easy and Hard difficulties

One can select between EASY and HARD mode by using Left or Right when KONOHA mode is hovered on the mode select.

Easy features only L, J, I, T and O pieces. Gravity and timings do not change over the whole course, and Easy mode ends when 110 all-clears are achieved. You only get access to the first 37 Konoha girls in Easy mode.

Hard mode features all 7 pieces and continues indefinitely until the time runs out. Clearing more than 110 All clears (inclusive?) in hard mode awards the player the title KONOHA-MASTER (Km).


Internal Gravity
Level Internal Gravity
(1/256 G)
Level Internal Gravity
(1/256 G)
0 4 101 16
8 5 112 48
19 6 121 80
35 8 132 128
40 10 144 112
50 12 156 144
60 16 167 176
70 32 177 192
80 48 200 5120 (20G)
90 64
Speed timings
Level ARE
(frames)
Line ARE
(frames)
DAS
(frames)
Lock
(frames)
Line clear
(frames)
0-? 27 27 17 60 25

Shiranui

TGM4 Shiranui mode screenshot

Shiranui is a newly introduced mode in TGM4. It is a standard guideline versus mode where players face off against CPU-controlled opponents of varying difficulty. Higher tiers present more challenging adversaries, and under specific conditions, hidden difficulty levels may become available.

Gameplay

Each game is played as a Best-of-3, with a 2 minute time limit on each round. You win the round by forcing your opponent to top out, having more levels than the opponent when time is up, or reaching the Level limit (999) first. The game ends in a draw if both players have the same level count when time is up.

Upon defeating a CPU, stars will appear on the right of the tier where you defeated the CPU, which usually mark how well a player has beaten a tier:

  • 5 Stars in a T shaped block: The game is won 2-0 and you topped out the opponent in both games.
  • 4 Stars:
  • 3 Stars: The game is won 2-1, with both wins being due to topping out the opponent (needs confirmation)
  • 2 Stars: The game is won 2-1, with one win being due to time out (needs confirmation)

New tiers will unlock when a bot is beaten, based on your performance. The highest tier unlocked upon a victory is equal to the defeated tier, plus how many stars were gained. This unlock scheme is capped at tier 100.

Ruleset

The gameplay is the same as in standard versus mode found in most multiplayer Tetris game.

Depending on the rule one uses, certain attacks' damage and timings will change:

Ruleset difference
Rules Standard Rule TGM Rule
Attacks sent Single 0 0
Double 1 1
Triple 2 2
Tetris 4 5
Back to Back Tetris 5 6
Mini T-Spin Single 1 ?
T-Spin Single 3 2
T-Spin Double 5 4
T-Spin Triple 7 N/A
All Clear 10 not counting last line clear type
T-spins do not receive Back to Back bonus, nor do they maintain Back to Back (despite the text shown).
Only Consecutive Tetrises counts as Back to Backs.
Under Konoha settings, T-spins deal no damage.
All attack damages are doubled except All Clears, which stay at 10 Lines.
DAS (frames)
ARE (frames)
Line ARE (frames)
Line clear (frames)
Combo/REN Both Rules
0 0
1 0
2 1
3 1
4 2
5 2
6 3
7 3
8 4
9 4
10 4
11+ 5

Special Difficulties

There are several unlockable Tiers.

  • Tier 0 unlocks when one has played SHIRANUI 50 times.

Tier 0 is a special bot that is trained based on your past games to play similarly to you. Defeating tier 0 does not award stars.

  • Tier 101 unlocks when Tier 100 CPU has been beaten and has collected the first 37 Konoha girls (unverified but said by Mihara).

Tier 101 will play on 60Hz DAS instead of 30Hz DAS like other bots. Defeating Tier 101 CPU awards the player the title SHIRANUI-MASTER (Sm).

  • (Version 1.1.3) Tier 102, 103, 104 get unlocked when Tier 101 CPU has been beaten. These three tiers act as exhibition games.
    • Tier 102 plays under 20G settings.
    • Tier 103 plays under Konoha (Hard) settings.
    • Tier 104 plays under Konoha (Easy) settings.

Versus

Compared to previous entries in the TGM series, Versus in TGM4 follows a more modern path with how Guideline Versus works.

As of version 1.0.4, notable differences between TGM4's Versus and older titles are:

  • There is only versus rules and no clear rule/Cement Mode.
  • There are no items.

To start a versus match, either player picks a mode, and starts as if playing alone. When the second player press their buttons, they will be asked if they want to challenge the other player. If they choose 'yes', then the other player will lose their game, "Here comes a new challenger" will scroll across the screen, and versus mode will start in whatever mode the first player was playing in. Alternatively, you can choose Local multiplayer on the menu to directly access to the regular versus mode.

Regular Versus

Other types of versus

If a mode is picked in prior, the versus will use their respective speed curves and settings for each player.

  • Konoha Versus: The versus will proceed using big blocks. Selecting Easy or Hard mode will also affect the versus randomizer.
  • Master Versus:


Optional Settings

Other Modes

Practice

Practice modes allows players to practice and learn game mechanics.

Textbook practice
TGM4 Practice mode screenshot
Main article: Tetris The Grand Master 4 Absolute Eye/List of practices

This submode teaches you common block placements as well as techniques. under TGM rule game will also show the frames taken to complete the task.

Gamemode practice

This submode allows you to play all the main modes with custom starting level, as well with several guide options. Runs completed under this mode will not count towards the leaderboards. The guide options are:

  • Prioritizing Tetris;
  • Prioritizing T-spins;
  • Prioritizing All Clears;
  • Prioritizing survival;
  • Prioritizing battle modes.
Replay practice

Development

Originally announced as TGM4: The Masters of Round, the game made its debut at the 47th Amusement Machine Show on September 17, 2009.[2] Arika showcased the game installed in arcade cabinets, running on Sega's RingWide hardware. Attendees could rank the games by enjoyment, and the results of each day were posted. TGM4 failed to rank in the first two days but managed to secure tenth place on the third day. Also unveiled during the event was Sega's Tetris Dekaris, which consistently ranked in the top three across all three days.[3]

TGM4 2009 promotional title screen image
TGM4 2009 first promotional ingame image, showing Classic Master mode on the left
TGM4 2009 second promotional ingame image, showing World Master on the left and Classic Rounds on the right

On September 18, 2010, Mihara announced on his blog that TGM4: The Masters of Round had been canceled. According to him, a significant factor was the inability to address the proliferation of unofficial clones overseas.[4]

"We can't release TGM4 because we don't have the capacity to clean up the clones overseas (that's one of the reasons). So I've given up. To put it arrogantly, good money lost to bad money. I'm sorry, but it annoys me when people bring up TGM. Of course, I want to say something sarcastic. So please forget about TGM. I'm the one who's saddest."

The Grand Master 2015

In July of 2015, Arika ran two location tests, one at Round1 in Los Angeles, and one at Taito Hey in Akihabara, Tokyo. The game did not feature Tetris branding.

TGM2015 title screen
TGM2015 ingame

Revival and the Road to Absolute Eye

In the years that followed, Mihara hinted at a possible future for TGM4. On Twitter, he discussed the potential for home console ports of earlier TGM titles, suggesting that their success could pave the way for TGM4 to be published.[5]

In 2022, a home port of TGM1 was announced, followed by TGM2 the following year. These games sold well enough that in November 2024, Arika began teasing a new entry in the series and eventually released a press release confirming the project.[6]

A month later, the game was officially revealed as Tetris The Grand Master 4: Absolute Eye.[1]

Post announcement

Due to licensing restrictions and wanting to get the game out as quickly as possible, Mihara stated that there would be no online connectivity in the game at launch.[7][8] He then later mentioned the lack of online leaderboards, but there would be a replay feature.[9]

On December 5, 2024, Mihara announced a play test for the versus mode, but did not reveal the location, challenging dedicated players to find it.[10]

Post-release

Development and optimization of TGM4 continued after its official release on April 4, 2025 with updates being delivered through the Steam platform. The full changelog, along with other developer announcements, can be found in the Steam Community page.

Between release and 1.1.0, the announcement for obtaining a grade in Normal mode and all of the M-ranks was adjusted from 'YOU AER', originally a pun for 'Absolute Eye Rank'[11], to the fixed spelling 'YOU ARE'. Version 1.1.0 was pushed[12] on April 11, adding support for custom keybinds, a feature highly requested by players and reviewers upon the game's release.

Master mode would receive the most changes through patches. With version 1.1.0, the Mino Axis Display[13], referring to an indicator for the rotation state of the current and next pieces, begins to show from the beginning of Cyclone (level 1000) onwards. In version 1.2.0, released on April 30, the probability of a piece not being pre-rotated during Cyclone was increased, though this was only indirectly mentioned as a difficulty adjustment in the patch notes[14]. With the same update, the ability to pass level 2599 by clearing a Tetris was removed, meaning that at the time, the only way to reach level 2600 was by clearing a line without using any frozen blocks. However, on May 12, mere days after the first GM-rank was awarded, Mihara remarked[15] that the 2599 level stop 'forced players into tedious line-clearing tasks, detracting from the intended experience and unfairly hindering skillful players from attaining GM status.' Therefore, the requirement was removed entirely by version 1.4.0, released the same day, and replaced with a normal level stop.

Shiranui mode's 'exhibition tiers' (102-104) were released on April 18 with version 1.1.3[16], and all tiers would receive minor balance changes in version 1.2.0[17]. Lastly, a harder version of Asuka mode is slated to release following the 2025 Classic Tetris World Championship[18].

On May 15, following a request from The Tetris Company[19], the BGM for Marathon mode from level 1 to 8 was changed to Korobeiniki in version 1.4.1[20], although the original Katyusha remains for level 9 onwards.

Reception

TGM4 was initially met with a mostly negative reception, with less than 40% of all Steam ratings being positive. Many players complained that the game had several bugs upon launch, ranging from minor issues to game crashes. The lack of native keyboard remapping was also criticized, as the default mapping is considered too awkward for keyboard players.

In subsequent versions, almost all reported bugs were fixed, and version 1.1.0 added native keyboard remapping. The game has since grown to a very positive rating on Steam, with 85% of all reviews being positive as of May 8, 2025.

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

See also

Notes

  1. Jump up to: 1.0 1.1 The fox's official name is Konoha. To avoid confusion with the mode of the same name, they will be referred to as Kita Kitsune, the name Arika uses internally.

References

  1. Jump up to: 1.0 1.1 @tgm_series (December 3, 2024). "Henk Rogers from The Tetris Company visited our office and discussed the future of Tetris with Mihara and Hirashima. We are thrilled to have had such a wonderful time together! ARIKA is excited to announce the title officially: TETRIS THE GRANDMASTER 4 - ABSOLUTE EYE - This is the latest in the TGM series. The game is planned to be released on Steam by the end of March 2025. Note: Offline-game only. Note: Screenshots are from a work-in-progress build" (Tweet) (in Japanese). Retrieved 2024-12-05 – via Twitter. TETRIS THE GRANDMASTER 4 - ABSOLUTE EYE - This is the latest in the TGM series. The game is planned to be released on Steam by the end of March 2025.
  2. "Tetris THE GRAND MASTER4 THE MASTERS OF ROUND.". Sega 47th Amusement Machine Show. 2009-09-01. Archived from the original on 2013-12-08. Retrieved 2024-12-03.
  3. "Ninki kishu rankingu dai 3-nichi-me" [Popular model ranking third day]. Amusement Journal. 2009-09-19. Archived from the original on 2024-06-25. Retrieved 2024-12-03.
  4. "Naze imasara iidashita no ka?" [Why did you mention it now?]. Mihara's sub Layer. 2010-09-18. Archived from the original on 2024-09-28. Retrieved 2024-12-03.
  5. Ichiro Mihara [@miharasan] (November 1, 2021). 本日予定していたTGMシリーズ家庭用に関するアナウンスですが、アリカさん以外の都合でまだ公開することができなくなりました。
    また、別途検討中のTGM新作ですが、この件の「成功」を条件にして欲しいというライセンササイドのリクエストがあり、凄く真っ当なのでソレで。
    [We had planned to make an announcement today regarding the home version of the TGM series, but due to circumstances other than Arika's, we are unable to make it public yet.
    Also, regarding the new TGM work that we are currently considering, there has been a request from the licensor side to make the "success" of this project a condition, and since this is perfectly reasonable, we will go ahead with it.] (Tweet) (in Japanese). Retrieved 2024-12-09 – via Twitter. ...regarding the new TGM work that we are currently considering, there has been a request from the licensor side to make the "success" of this project a condition...
  6. "New Tetris is Coming". Arika. 2024-09-27. Archived from the original on 2024-09-27. Retrieved 2024-12-09.
  7. Ichiro Mihara [@miharasan] (December 3, 2024). このご時世に「オフライン」とは如何なものか?ってのは、俺が一番言いたいwけど、先ずリリースする事を最優先しました。 オンラインに俺が対応できない訳ないのは、実績から理解してもらえると思いますが。 あ、そう言えばテトリス99で今週末からイベント始まりますのでよろしく。 作った。 [I'd really like to say the most about "offline" in this day and age lol, but I made releasing it my top priority. I think you can understand from my track record that there's no way I can't handle online situations. Oh, by the way, there's a Tetris 99 event starting this weekend, so please look forward to it. I made it.] (Tweet) (in Japanese). Retrieved 2024-12-05 – via Twitter. I'd really like to say the most about "offline" in this day and age lol, but I made releasing it my top priority.
  8. Ichiro Mihara [@miharasan] (December 4, 2024). "Thank you for all the positive comments regarding the offline feature in yesterday's TGM4 announcement. These days, "online-only" seems to be the norm, but obtaining a license that includes online functionality is extremely challenging due to conflicts with other content. As a result, we decided to move forward with an offline-focused release for Steam, where we could secure a license. While it's true that having online support for TGM4's versus mode would be ideal, we want to start by releasing it as a content-rich offline experience. We appreciate your continued support!" (Tweet). Retrieved 2024-12-05 – via Twitter. ...obtaining a license that includes online functionality is extremely challenging due to conflicts with other content. As a result, we decided to move forward with an offline-focused release for Steam, where we could secure a license.
  9. Ichiro Mihara [@miharasan] (December 4, 2024). はい、残念ながらオンラインで成績を競えるリーダーボードはありません。我々にはオンラインを使う許可がないのです、ごめんなさいね。でも「リプレイ」がローカルで保存できるので、それを後で録画してYouTubeで公開したりもできるのでお楽しみに。※新情報:リプレイ機能あり [Yes, unfortunately there are no online leaderboards to compare your performance. We don't have permission to use online, sorry. However, you can save the "replay" locally, so you can record it later and post it on YouTube, so look forward to it. ※ New information: Replay function available] (Tweet) (in Japanese). Retrieved 2024-12-05 – via Twitter. ...you can save the "replay" locally, so you can record it later and post it on YouTube...
  10. Ichiro Mihara [@miharasan] (December 5, 2024). TGM4の調整。 TGMシリーズとはいえ、対戦部分をおざなりにするつもりはないので対戦用の調整をしたいな~とは考えてるので、対戦なら負ける要素がないです!という兵(つわもの)は、テストプレイに御参加下さい。 参加方法は見つけて下さい。 兵なら見つけられるところに置いといたんで。 [Adjusting TGM4. Even though this is a TGM series, we don't intend to neglect the battle aspect, so we're thinking about making some adjustments for battles, so if you're a warrior who thinks like that, please join us in the test play. Find out how to participate. I left it where the soldiers could find it.] (Tweet) (in Japanese). Retrieved 2024-12-05 – via Twitter.
  11. https://steamcommunity.com/app/3328480/discussions/0/603026670105975138/
  12. https://store.steampowered.com/news/app/3328480/view/837214361691882108?l=english
  13. https://store.steampowered.com/news/app/3328480/view/837214361691882108?l=english
  14. https://store.steampowered.com/news/app/3328480/view/520838311548289061?l=english
  15. https://store.steampowered.com/news/app/3328480/view/520838945346422647?l=english
  16. https://store.steampowered.com/news/app/3328480/view/520837042930712879?l=english
  17. https://store.steampowered.com/news/app/3328480/view/520838311548289061?l=english
  18. https://store.steampowered.com/news/app/3328480/view/520838945346422647?l=english
  19. {{https://x.com/miharasan/status/1922857233559293955
  20. https://store.steampowered.com/news/app/3328480/view/645814564414292016?l=english

External links