Tetris The Grand Master (series): Difference between revisions
*>Tepples →Rotation system [[Image:25%.png]]: rotation link |
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So there are not certainly. And I hope that you could understand my poor English... | So there are not certainly. And I hope that you could understand my poor English... | ||
[[TGM rotation]] system is based on [[Tetris (Sega)]]. | |||
So there are many differences from the "World Rule" of The Tetris Company. | So there are many differences from the "World Rule" of The Tetris Company. | ||
I write about "Tetris the Grand Master". It is an origin of "Tetris The Grand Master Series". | I write about "Tetris the Grand Master". It is an origin of "Tetris The Grand Master Series". |
Revision as of 22:33, 10 July 2006
TGM pages needs
Compile data and order them in a logical menu. Please be comprehensive of the article writing progress and follow this convention :
- 25% File:25%.png : empty or simple draft.
- 50% File:50%.png: outline summary.
- 75% File:75%.png: good summary.
- 100% File:100%.png: consistent and serious summary (always perfectible).
Terms/Legend File:50%.png
There is a lot of appelation standard on Tetris Games and TGM have interesting specification. To avoid confusion we list the basics in the a specific definition page .
Game mode Achievment File:25%.png
empty for now.
Rotation system File:25%.png
I'm a Japanese TGM player. Although I'm not a Gm Class player, I write some articles. So there are not certainly. And I hope that you could understand my poor English...
TGM rotation system is based on Tetris (Sega). So there are many differences from the "World Rule" of The Tetris Company. I write about "Tetris the Grand Master". It is an origin of "Tetris The Grand Master Series".
Basic block control flow File:25%.png
- Check the Initial Rotation
- A new block appears
- loop until a block locked.
- Check a block actions. (Actions effect following the below sequence in a frame.)
- Rotation
- Horizonal Move
- Vertical Drop
- Check to lock a block
- Check a block actions. (Actions effect following the below sequence in a frame.)
Rotation Rules and Piece Colors File:25%.png
TGM inherits its piece colors and rotation rules from Sega's 1988 arcade version of Tetris. It expands upon Sega's rotation rules by including compensations, allowing pieces to rotate in tight spots.
I | O | T | S | Z | J | L |
---|---|---|---|---|---|---|
Red | Yellow | Cyan | Purple | Green | Blue | Orange |
Please see 'course on TGM' for details. http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm (Japanese, but includes animation GIFs.)
Parameters File:25%.png
Aside from fall speed, the speed of gameplay in TGM is basically determined by the following 4 parameters. The names given here are unofficial, as no official names are known.
Name | Description |
---|---|
Appearance Delay (出現時間 - shutsugen jikan, ARE) | The frames between a last block locked to a new block appears. Is this called for 'ARE'? while this time, players can input actions for shift / IRS. |
Delayed Auto Shift Delay (横溜め時間 - yokotame jikan) | The frames to delayed auto shift. If I keep to press the left or right while the specification frames, horizonal movement is faster to 1 row per frame. |
Lock Delay (接着時間/固定時間 - setchaku jikan or kotei jikan) | The number of frames until a piece locks down and is no longer movable. If the altitude of the piece changes, the lock delay countdown will be reset. |
Line Clear Delay (消去時間 - shoukyo jikan) | The animation frames of line-clearing animations. during this time, the game accepts input for DAS / IRS / IHS. |
Time Attack File:25%.png
empty.
20G build File:25%.png
Empty for now, see :
- http://www13.plala.or.jp/TETRiS_TGM/kouza/5.htm
- http://www13.plala.or.jp/TETRiS_TGM/kouza/6.htm
- http://www13.plala.or.jp/TETRiS_TGM/kouza/7.htm
blinded challenge File:25%.png
Empty for now,see :
- http://www13.plala.or.jp/TETRiS_TGM/kouza/16.htm (bottom page)
Wall Kick Analysis File:25%.png
Empty for now, see :
Synchro Analysis File:25%.png
see middle of http://www13.plala.or.jp/TETRiS_TGM/kouza/7.htm
In a frame, actions effect in order 'Rotation -> Move -> Drop'.
If player rotate without DAS to left
- Rotate Block
- No Move
- Drop Block
If player rotate with DAS to left
- Rotate Block
- Move Left Block
- Drop Block
And more advanced technics descripted in http://www13.plala.or.jp/TETRiS_TGM/kouza/12.htm
miscanellous Tips File:25%.png
- 4 directionnal Arcade Stick limitation need
Temp Idea data
- Japanese/French pages support.