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{{Infobox |title = Tetris The Absolute The Grand Master 2 PLUS
{{Infobox |title = Tetris The Absolute The Grand Master 2
|developer = [[Arika]]
|developer = [[Arika]]
|publisher = Psikyo
|publisher = Psikyo
|released = '''''TGM2'''''{{release|JP|October, 2000}}'''''Plus'''''{{release|JP|December, 2000}}
|released = '''''TGM2'''''{{release|JP|October 27, 2000}}'''''PLUS'''''{{release|JP|December, 2000}}'''PlayStation 4''', '''Nintendo Switch'''{{release|WW|June 1, 2023}}
|platform = Arcade
|platform = Arcade, PlayStation 4, Nintendo Switch
|boxart = TAP flyer.jpg
|boxart = TAP flyer.jpg
|predecessor = ''[[Tetris The Grand Master]]''
|sequel = ''[[Tetris The Grand Master 3 Terror-Instinct]]''
|caption = Arcade flyer for ''Tetris The Absolute The Grand Master 2 PLUS''
|caption = Arcade flyer for ''Tetris The Absolute The Grand Master 2 PLUS''
|title-scrn = Arika_tap_title.jpg
|title-scrn = Arika_tap_title.jpg
Line 14: Line 16:
|system = [[TGM rotation]]
|system = [[TGM rotation]]
}}
}}
'''''Tetris The Absolute The Grand Master 2''''' ({{nihongo foot|テトリス ジ・アブソリュート ザ・グランドマスター2|Tetorisu Ji Abusoryūto Za Gurandomasutā 2||lead=yes|group=lower-alpha}}), also known as '''''T.A.''''' and '''''TGM2''''', is the second installment in [[Arika]]'s [[TGM series]]. Released as an arcade game by Psikyo in October 2000. A console version was later released on June 1, 2023, for PlayStation 4 and Nintendo Switch as part of the Arcade Archives series.<ref>{{cite web
|url=https://www.4gamer.net/games/708/G070884/20230522050/
|title=Switch/ PS 4 `akeaka tetorisu ji abusoryūto za gurandomasutā 2 PLUS', 6 tsuki 1-nichi ni haishin. 2000-Nen ni hatsubai sa reta ochimonopazuru gēmu
|trans-title=Switch / PS4 "Akea Aka Tetris The Absolute The Grandmaster 2 PLUS", delivered on June 1st. A falling object puzzle game released in 2000
|script-title=Switch/PS4「アケアカ テトリス ジ・アブソリュート ザ・グランドマスター 2 PLUS」,6月1日に配信。2000年に発売された落ち物パズルゲーム
|date=2023-05-22
|website=4Gamer
|access-date=2023-05-22
|archive-url=https://web.archive.org/web/20230523024724/https://www.4gamer.net/games/708/G070884/20230522050/
|archive-date=2023-05-22
}}</ref>


'''''Tetris The Absolute The Grand Master 2''''' or '''''T.A.''''' is the second arcade game in [[Arika]]'s [[TGM series]]. ''TGM2'' introduced the less-intimidating Normal Mode to attract more casual gamers, as well as an all-new grading system in Master Mode, the continuation of ''[[TGM]]'s'' original gameplay.
''The Grand Master 2'' introduced a more accessible Normal mode, designed to appeal to casual players, alongside a revamped grading system for its challenging Master mode, continuing the original gameplay style of ''[[TGM]]''.


''Tetris The Absolute The Grand Master 2 Plus'' or ''TAP'' is a free upgrade of ''TGM2'', which added TGM+ Mode and the famous T.A. Death Mode. It is very rare to find a TGM2 arcade PCB that has not been updated to the Plus version.
In December, 2000, Arika released a free upgrade titled '''''Tetris The Absolute The Grand Master 2 PLUS''''' (also known as '''''TAP''''', and '''''TGM2'''''). This update introduced new gameplay modes such as TGM+, T.A. Death, and heightened requirements for achieving the Grand Master (GM) rank in Master mode. The update, consisting of new ROMs, was given to arcade opperators. Due to this, it is very rare to find a ''TGM2'' arcade PCB that has not been updated to the PLUS version.


== Changes between TA and TAP ==
== Gameplay ==
* M-Roll conditions have been changed. Notably, the section time conditions have been altered and the required Tetrises per section have been increased for for the first 5 sections.
===Sonic drop===
* Two new modes have been added, TGM+ and T.A. Death.
Sonic drop, a [[Drop#Hard drop|hard drop]] that doesn't lock, was added to the base ''TGM'' gameplay, which improves low gravity gameplay by allowing [[Zangi-move]]s.
* Scoring formula has been changed, adding an extra term for the level after the line clear and another for placement speed.
 
* The method for accessing Doubles has changed.
===Buffer zone===
Above the playfield, the game uses a single-row [[Playfield#Buffer_zone|buffer zone]], effectively extending the height of the playfield from 20 to 21. Row 21 allows blocks that lock in it to reappear once the stack is lowered. Any row above it, however, is not part of the buffer zone, meaning that blocks that lock in such rows get deleted and will not reappear once the stack is lowered.


== Game Modes ==
== Game modes ==


=== Normal ===
=== Normal ===
Normal mode behaves similarly to Master Mode in gravity and speed timings, but stops at level 300. At levels 100 and 200 an item block is given to the player. "Free Fall," which eliminates all holes, is given at 100. "Del Even," which clears every other row throughout the field is given at 200. The credit roll challenge is a slow 20g, but playing through it is not required for a "Clear". For this mode, the player's score is multiplied by six.
Normal mode plays similarly to Master mode in gravity and speed timings, but ends at level 300. At levels 100 and 200 an item block is given to the player. "Free Fall," which eliminates all holes, is given at 100. "Del Even," which clears every other row throughout the field is given at 200. The credit roll challenge is a slow 20g, but playing through it is not required for a "Clear". See [[#Scoring|scoring]] bellow for how score is calculated in this mode.


==== Speed Timings ====
==== Speed timings ====
The unit for [[gravity]] is [[Glossary#G|G]] (rows per frame), as a [http://en.wikipedia.org/wiki/Fixed-point_arithmetic fraction with a constant denominator] of 256. This means '''G = Internal Gravity/256'''. For example, at levels 90 through 99, the gravity is 64/256G, or 1/4G.
The unit for [[gravity]] is [[Glossary#G|G]] (rows per frame), as a [http://en.wikipedia.org/wiki/Fixed-point_arithmetic fraction with a constant denominator] of 256. This means '''G = Internal Gravity/256'''. For example, at levels 90 through 99, the gravity is 64/256G, or 1/4G.
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
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{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Delays'''
|+'''Delays'''{{efn|
RAM Locations:
*06064BF1: Current internal speed value (16-bit)
*06064BE0: Current Lock Delay value
*06064BE1: DAS counter}}{{efn|name=das|
The following timing values are adjusted to what a player would observe, including inclusive DAS counting (internally DAS delay is counted exclusively and ARE excludes lock flash and the last frame).}}
! bgcolor="#80A3F8"|Level
! bgcolor="#80A3F8"|Level
! bgcolor="#FFA069"|[[ARE]]<br>(frames)
! bgcolor="#FFA069"|[[ARE]]<br>(frames)
Line 77: Line 96:
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)
|- align = center
|- align = center
| bgcolor="#C4E8E8"|000 - 300 || bgcolor="#FFD3AC"|25 || bgcolor="#FFFF88"|14 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|40
| bgcolor="#C4E8E8"|000 - 300 || bgcolor="#FFD3AC"|27 || bgcolor="#FFFF88"|16 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|40
|}
|}
*RAM Locations
**06064BF1: Current internal speed value (16-bit)
**06064BE0: Current Lock Delay value
**06064BE1: DAS counter


=== Master ===
=== Master ===
Master mode is [[Arika]]'s upgrade to the original [[Tetris The Grand Master]] gameplay. One of two very important differences is that the speeds continue to increase throughout the 500&ndash;999 levels. The other difference is the all-new grading system. The grading mechanism now exists completely independently from score, and rewards efficient and consistent play throughout (for example, it's extremely difficult to attain S9 before level 900).
Master mode is [[Arika]]'s evolution of the original ''[[Tetris The Grand Master]]'' gameplay. In ''TGM'' the speed timings remain the same for the entire length of the game. New to ''The Absolute'' is shrinking delays that speed up the game after level 500. The length of the game remains the same, with players trying to complete 999 levels.
 
Other changes include a [[Drop#Hard drop|hard drop]] that doesn't lock, which improves sub-20g play by allowing [[Zangi-move]]s. The Grand Master qualifications were also greatly expanded, and includes an invisible challenge during the credit roll where pieces disappear immediately after being locked; topping out results in rank M. Arika is currently hosting a video showing a Gm performance: [http://www.arikaonline.com/download/movie/tgm2master.mpg tgm2master].


==== Speed Timings ====
==== Speed timings ====
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Internal Gravity'''[http://www.tetrisconcept.com/forum/viewtopic.php?p=11130#11130]
|+'''Internal Gravity'''<ref>http://www.tetrisconcept.com/forum/viewtopic.php?p=11130#11130</ref>
!bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)||bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)
!bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)||bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/256 G)
|-align = center
|-align = center
Line 127: Line 139:


{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Delays'''
|+'''Delays'''{{efn|name=das}}
! bgcolor="#80A3F8"|Level
! bgcolor="#80A3F8"|Level
! bgcolor="#FFA069"|[[ARE]]<br>(frames)
! bgcolor="#FFA069"|[[ARE]]<br>(frames)
Line 135: Line 147:
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)
|- align = center
|- align = center
| bgcolor="#C4E8E8"|000 - 499 || bgcolor="#FFD3AC"| 25 || bgcolor="#FFE3AC"| 25 || bgcolor="#FFFF88"|14 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|40
| bgcolor="#C4E8E8"|000 - 499 || bgcolor="#FFD3AC"| 27 || bgcolor="#FFE3AC"| 27 || bgcolor="#FFFF88"|16 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|40
|- align = center
| bgcolor="#C4E8E8"|500 - 600 || bgcolor="#FFD3AC"| 25 || bgcolor="#FFE3AC"| 25 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|25
|- align = center
|- align = center
| bgcolor="#C4E8E8"|601 - 700 || bgcolor="#FFD3AC"| 25 || bgcolor="#FFE3AC"| 16 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|16
| bgcolor="#C4E8E8"|500 - 600 || bgcolor="#FFD3AC"| 27 || bgcolor="#FFE3AC"| 27 || bgcolor="#FFFF88"|10 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|25
|- align = center
|- align = center
| bgcolor="#C4E8E8"|701 - 800 || bgcolor="#FFD3AC"| 16 || bgcolor="#FFE3AC"| 12 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|12
| bgcolor="#C4E8E8"|601 - 700 || bgcolor="#FFD3AC"| 27 || bgcolor="#FFE3AC"| 18 || bgcolor="#FFFF88"|10 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|16
|- align = center
|- align = center
| bgcolor="#C4E8E8"|801 - 899 || bgcolor="#FFD3AC"| 12 || bgcolor="#FFE3AC"| 6 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|6
| bgcolor="#C4E8E8"|701 - 800 || bgcolor="#FFD3AC"| 18 || bgcolor="#FFE3AC"| 14 || bgcolor="#FFFF88"|10 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|12
|- align = center
|- align = center
| bgcolor="#C4E8E8"|900 || bgcolor="#FFD3AC"| 12 || bgcolor="#FFE3AC"| 6 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|6
| bgcolor="#C4E8E8"|801 - 900 || bgcolor="#FFD3AC"| 14 || bgcolor="#FFE3AC"| 8 || bgcolor="#FFFF88"|10 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|6
|- align = center
|- align = center
| bgcolor="#C4E8E8"|901 - 999 || bgcolor="#FFD3AC"| 12 || bgcolor="#FFE3AC"| 6 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|17 || bgcolor="#D7ECC6"|6
| bgcolor="#C4E8E8"|901 - 999 || bgcolor="#FFD3AC"| 14 || bgcolor="#FFE3AC"| 8 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|17 || bgcolor="#D7ECC6"|6
|}
|}


Line 153: Line 163:


==== Grade Recognition System ====
==== Grade Recognition System ====
Each time lines are cleared, a hidden parameter ("Internal Grade Points") will increase. When this parameter reaches 100 or more, it will reset to zero and another hidden parameter ("Internal Grade") will increment by one. The table below shows the correspondence between "Internal Grade" and the actual Grade displayed on the screen. To encourage faster and more efficient play, the "Internal Grade Points" will continually drain away, potentially back to zero, for every frame of gameplay that the player has control of a tetromino and doesn't have a combo going. The decay rate is dependent on the player's current "Internal Grade" and is shown on the table below in units of frames per point.
{{main|Grade Recognition System}}
 
A new version of GRS (Grade Recognition System) was developed for ''The Absolute''. This time, instead of the player's score, their speed and skill are taken into account. Additionally, the GM grade requirements have been expanded, including Tetris line clear requirements, faster completion time, and an invisible credit roll challenge, which is called the M-Roll.
The number of "Internal Grade Points" awarded is dependent on 4 other variables:
*Number of lines cleared: a 4-line clear is generally worth more than a 3-line clear and so on.
*"Internal Grade": a higher "Internal Grade" generally means less points.
*The line clear's position in a combo. Note that tetrises are an exception to this. They will score the same number of "Internal Grade Points" regardless of their position in a combo. Just like the CO medal, clearing 2 or more rows will increase the combo, while singles will merely maintain the current position.
*The player's Level after the line clear.
 
The following formula determines the "Internal Grade Points" awarded by a particular line clear. The "ceil" indicates that when the Combo Multiplier is applied to the Basic Amount, the game rounds the multiplication up.
 
'''Awarded Grade Points = ceil(Basic Amount x Combo Multiplier) x Level Multiplier'''
 
The Basic Amount is determined by the player's current "Internal Grade". Also shown is the decay rate mentioned above.
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Internal Grade System'''
|-
!bgcolor="#BBBBBB" rowspan="2" |Internal <br>Grade
!rowspan="2" |Displayed <br>Grade
!bgcolor="#CC88FF" rowspan="2" |Decay <br>Rate
!bgcolor="#BBBBBB" colspan="4"|Internal Grade Points awarded for:
|-
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris
|- bgcolor="#EFEFEF" align = center
| 0 || 9 || bgcolor="#CCBBFF"|125 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|40 || bgcolor="#FFD3AC"|50
|- bgcolor="#D4D4D4" align = center
| 1 || 8 || 80 || 10 || 20 || 30 || 40
|- bgcolor="#EFEFEF" align = center
| 2 || 7 || bgcolor="#CCBBFF"|80 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|20 || bgcolor="#FFFF88"|30 || bgcolor="#FFD3AC"|40
|- bgcolor="#D4D4D4" align = center
| 3 || 6 || 50 || 10 || 15 || 30 || 40
|- bgcolor="#EFEFEF" align = center
| 4 || 5 || bgcolor="#CCBBFF"|45 || bgcolor="#C4E8E8"|10 || bgcolor="#D7ECC6"|15 || bgcolor="#FFFF88"|20 || bgcolor="#FFD3AC"|40
|- bgcolor="#D4D4D4" align = center
| 5 || 4 || 45 || 5 || 15 || 20 || 30
|- bgcolor="#D4D4D4" align = center
| 6 || 4 || 45 || 5 || 10 || 20 || 30
|- bgcolor="#EFEFEF" align = center
| 7 || 3 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30
|- bgcolor="#EFEFEF" align = center
| 8 || 3 || bgcolor="#CCBBFF"|40 || bgcolor="#C4E8E8"|5 || bgcolor="#D7ECC6"|10 || bgcolor="#FFFF88"|15 || bgcolor="#FFD3AC"|30
|- bgcolor="#D4D4D4" align = center
| 9 || 2 || 40 || 5 || 10 || 15 || 30
|- bgcolor="#D4D4D4" align = center
| 10 || 2 || 40 || 2 || 12 || 13 || 30
|- bgcolor="#D4D4D4" align = center
| 11 || 2 || 40 || 2 || 12 || 13 || 30
|- bgcolor="#EFEFEF" align = center
| 12 || 1 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30
|- bgcolor="#EFEFEF" align = center
| 13 || 1 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30
|- bgcolor="#EFEFEF" align = center
| 14 || 1 || bgcolor="#CCBBFF"|30 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30
|- bgcolor="#D4D4D4" align = center
| 15 || S1 || 20 || 2 || 12 || 13 || 30
|- bgcolor="#D4D4D4" align = center
| 16 || S1 || 20 || 2 || 12 || 13 || 30
|- bgcolor="#D4D4D4" align = center
| 17 || S1 || 20 || 2 || 12 || 13 || 30
|- bgcolor="#EFEFEF" align = center
| 18 || S2 || bgcolor="#CCBBFF"|20 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30
|- bgcolor="#D4D4D4" align = center
| 19 || S3 || 20 || 2 || 12 || 13 || 30
|- bgcolor="#EFEFEF" align = center
| 20 || S4 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30
|- bgcolor="#EFEFEF" align = center
| 21 || S4 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30
|- bgcolor="#EFEFEF" align = center
| 22 || S4 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30
|- bgcolor="#D4D4D4" align = center
| 23 || S5 || 15 || 2 || 12 || 13 || 30
|- bgcolor="#D4D4D4" align = center
| 24 || S5 || 15 || 2 || 12 || 13 || 30
|- bgcolor="#EFEFEF" align = center
| 25 || S6 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30
|- bgcolor="#EFEFEF" align = center
| 26 || S6 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30
|- bgcolor="#D4D4D4" align = center
| 27 || S7 || 15 || 2 || 12 || 13 || 30
|- bgcolor="#D4D4D4" align = center
| 28 || S7 || 15 || 2 || 12 || 13 || 30
|- bgcolor="#EFEFEF" align = center
| 29 || S8 || bgcolor="#CCBBFF"|15 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30
|- bgcolor="#EFEFEF" align = center
| 30 || S8 || bgcolor="#CCBBFF"|10 || bgcolor="#C4E8E8"|2 || bgcolor="#D7ECC6"|12 || bgcolor="#FFFF88"|13 || bgcolor="#FFD3AC"|30
|- bgcolor="#D4D4D4" align = center
| 31 || S9 || 10 || 2 || 12 || 13 || 30
|}
For example, internal grades 20 through 22 could be thought of as S4-, S4, and S4+, but TAP does not display these differently.
 
Depending on the number of rows cleared and the current size of the combo, a different combo multiplier is applied to the grade points.
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Combo Multiplier'''
|-
!bgcolor="#BBBBBB" rowspan="2" |Combo <br>Size
!bgcolor="#CC88FF" colspan="4"|Multiplier for:
|-
!bgcolor="#80A3F8"|Single!!bgcolor="#66BB55"|Double!!bgcolor="#FFFF55"|Triple!!bgcolor="#FFA069"|Tetris
|-align = center
| 1 || bgcolor="#C4E8E8"|1.0 || bgcolor="#D7ECC6"|1.0 || bgcolor="#FFFF88"|1.0 || bgcolor="#FFD3AC"|1.0
|-align = center
| 2 || bgcolor="#C4E8E8"|1.2 || bgcolor="#D7ECC6"|1.4 || bgcolor="#FFFF88"|1.5 || bgcolor="#FFD3AC"|1.0
|-align = center
| 3 || bgcolor="#C4E8E8"|1.2 || bgcolor="#D7ECC6"|1.5 || bgcolor="#FFFF88"|1.8 || bgcolor="#FFD3AC"|1.0
|-align = center
| 4 || bgcolor="#C4E8E8"|1.4 || bgcolor="#D7ECC6"|1.6 || bgcolor="#FFFF88"|2.0 || bgcolor="#FFD3AC"|1.0
|-align = center
| 5 || bgcolor="#C4E8E8"|1.4 || bgcolor="#D7ECC6"|1.7 || bgcolor="#FFFF88"|2.2 || bgcolor="#FFD3AC"|1.0
|-align = center
| 6 || bgcolor="#C4E8E8"|1.4 || bgcolor="#D7ECC6"|1.8 || bgcolor="#FFFF88"|2.3 || bgcolor="#FFD3AC"|1.0
|-align = center
| 7 || bgcolor="#C4E8E8"|1.4 || bgcolor="#D7ECC6"|1.9 || bgcolor="#FFFF88"|2.4 || bgcolor="#FFD3AC"|1.0
|-align = center
| 8 || bgcolor="#C4E8E8"|1.5 || bgcolor="#D7ECC6"|2.0 || bgcolor="#FFFF88"|2.5 || bgcolor="#FFD3AC"|1.0
|-align = center
| 9 || bgcolor="#C4E8E8"|1.5 || bgcolor="#D7ECC6"|2.1 || bgcolor="#FFFF88"|2.6 || bgcolor="#FFD3AC"|1.0
|-align = center
| 10 || bgcolor="#C4E8E8"|2.0 || bgcolor="#D7ECC6"|2.5 || bgcolor="#FFFF88"|3.0 || bgcolor="#FFD3AC"|1.0
|}
 
Finally, depending on the level after the clear, one of four level multipliers is applied to the awarded grade points.
This equals '''1 + floor(level / 250)''', or equivalently a value from the following lookup table:
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Level Multiplier'''
|-
!bgcolor="#80A3F8"|Level||bgcolor="#CC88FF"|Multiplier
|-align = center
| bgcolor="#C4E8E8"|000-249 || bgcolor="#CCBBFF"|1
|-align = center
| bgcolor="#C4E8E8"|250-499 || bgcolor="#CCBBFF"|2
|-align = center
| bgcolor="#C4E8E8"|500-749 || bgcolor="#CCBBFF"|3
|-align = center
| bgcolor="#C4E8E8"|750-999 || bgcolor="#CCBBFF"|4
|}


Eg. At level 555, Grade 1, clearing 2 doubles in a combo, the first and second doubles respectively will be worth: ceil(12 x 1.0) x (1 + floor(555 / 250)) = 12 x 3 = 36, ceil(12 x 1.4) x (1 + floor(558 / 250)) = 17 x 3 = 51
In ''The Absolute'', grades go from 9&ndash;1, S1&ndash;S9, M, GM.


This is a complicated system that may be difficult to understand, but it ultimately measures how efficiently and consistently the player can stack and make non-singles in steadily increasing speeds. Further interesting observations about the grading system are as follows:
==== Credit roll ====
{{See also|Grade Recognition System#Credit roll}}
If a player completes 999 levels, the playfield is cleared, and a new challenge starts, with the credits rolling behind the stack. There are two credit rolls in ''The Absolute Plus'', the Fading Roll, and the M-Roll. The Fading Roll is a 1 minute challenge, where pieces in the stack will fade out four seconds after locking. If a player clears the Fading Roll, their rank will be underlined with an orange line, which ranks above green lines, or players who did not clear the Fading Roll with the same grade, regardless of completion time.


*Immediately following a grade increase, the grade points are at 0. There is therefore nothing to lose from building the stack higher, until you clear a line.
If the player unlocks the M-Roll, they are met with an invisible challenge. Pieces turn invisible as soon as they lock down. If the player fails to clear, they are awarded the M grade. If the player clears the M-Roll with less than 32 line clears, they are awarded a Green line GM grade. Surviving the M-Roll with 32 or more line clears will award the player an Orange line GM, the highest possible grade.
*From level 750-999, a tetris will always increase the internal grade.
*The level multiplier is significant. When you enter section 700 and the music changes, it is a good idea to stack the screen high in order to clear more lines after level 750. Combined with the previous observation, 2 tetrises will get you 2 "Internal Grades" instead of only 1, doubling your rate of progress.
*Combos aside, even though 2 singles are worth much less than a double, and 4 triples are less than 3 tetrises, 3 doubles are actually worth more than 2 triples.
 
*RAM Locations:
**Internal Grade: 06079378
**Internal Grade Points: 06079379
 
==== The M-Roll ====
 
Although it is possible to continue increasing the "Internal Grade" beyond 31, the displayed Grade will stop at S9. In order to achieve the M and Gm Grades, certain conditions must be met in order to activate a special credit roll at level 999 (often called the "M-Roll") where the tetrominoes become invisible as soon as they are locked. If the M-Roll isn't achieved, Orange line is awarded for simply clearing the credit roll.
 
===== TA =====
The conditions for the "M-Roll" are currently believed to include at least the following:
 
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''M-Roll Conditions'''
! bgcolor="#80A3F8"|Level
! bgcolor="#BBBBBB"|Time
! bgcolor="#FFA069"|Tetrises
! bgcolor="#66BB55"|Grade
|- align = center
| bgcolor="#C4E8E8"|000-500 || ≤360 seconds (≤06:00:00) || bgcolor="#FFD3AC"| ||bgcolor="#D7ECC6"|
|- align = center
| bgcolor="#C4E8E8"|000-999 || ≤570 seconds (≤09:30:00) || bgcolor="#FFD3AC"| ||bgcolor="#D7ECC6"|S9
|- align = center
| bgcolor="#C4E8E8"|000-100 || ≤90 seconds (≤01:30:00)||bgcolor="#FFD3AC"|  ≥1||bgcolor="#D7ECC6"|
|- align = center
| bgcolor="#C4E8E8"|100-200 || || bgcolor="#FFD3AC"| ≥1||bgcolor="#D7ECC6"|
|- align = center
| bgcolor="#C4E8E8"|200-300 || || bgcolor="#FFD3AC"| ≥1||bgcolor="#D7ECC6"|
|- align = center
| bgcolor="#C4E8E8"|300-400 || || bgcolor="#FFD3AC"| ≥1||bgcolor="#D7ECC6"|
|- align = center
| bgcolor="#C4E8E8"|400-500 || || bgcolor="#FFD3AC"| ≥1||bgcolor="#D7ECC6"|
|- align = center
| bgcolor="#C4E8E8"|500-600 || ≤ average of the first 5 section times (rounded down)|| bgcolor="#FFD3AC"| ≥1||bgcolor="#D7ECC6"|
|- align = center
| bgcolor="#C4E8E8"|600-700 || ≤ average of the first 5 section times (rounded down)|| bgcolor="#FFD3AC"| ≥1||bgcolor="#D7ECC6"|
|- align = center
| bgcolor="#C4E8E8"|700-800 || ≤ average of the first 5 section times (rounded down)|| bgcolor="#FFD3AC"| ≥1||bgcolor="#D7ECC6"|
|- align = center
| bgcolor="#C4E8E8"|800-900 || ≤ average of the first 5 section times (rounded down)|| bgcolor="#FFD3AC"| ≥1||bgcolor="#D7ECC6"|
|- align = center
| bgcolor="#C4E8E8"|900-999 || ≤45 seconds (≤00:45:00)||bgcolor="#FFD3AC"| ||bgcolor="#D7ECC6"|
|}
 
 
The M Grade is awarded as soon as the "M-Roll" begins, and survival results in the Gm Grade.
 
===== TAP =====
The conditions for the "M-Roll" are the following:
 
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''M-Roll Conditions'''
! bgcolor="#80A3F8"|Level
! bgcolor="#BBBBBB"|Time
! bgcolor="#FFA069"|Tetrises
! bgcolor="#66BB55"|Grade
|- align = center
| bgcolor="#C4E8E8"|000-999 || =<525 seconds (=<08:45:00) || bgcolor="#FFD3AC"| ||bgcolor="#D7ECC6"|S9
|- align = center
| bgcolor="#C4E8E8"|000-100 || =<65 seconds (=<01:05.00)||bgcolor="#FFD3AC"|  =>2||bgcolor="#D7ECC6"|
|- align = center
| bgcolor="#C4E8E8"|100-200 || =<65 seconds (=<01:05.00)|| bgcolor="#FFD3AC"| =>2||bgcolor="#D7ECC6"|
|- align = center
| bgcolor="#C4E8E8"|200-300 || =<65 seconds (=<01:05.00)|| bgcolor="#FFD3AC"| =>2||bgcolor="#D7ECC6"|
|- align = center
| bgcolor="#C4E8E8"|300-400 || =<65 seconds (=<01:05.00)|| bgcolor="#FFD3AC"| =>2||bgcolor="#D7ECC6"|
|- align = center
| bgcolor="#C4E8E8"|400-500 || =<65 seconds (=<01:05.00)|| bgcolor="#FFD3AC"| =>2||bgcolor="#D7ECC6"|
|- align = center
| bgcolor="#C4E8E8"|500-600 || =<2 seconds slower than the average of the first 5 section times (rounded down)|| bgcolor="#FFD3AC"| =>1||bgcolor="#D7ECC6"|
|- align = center
| bgcolor="#C4E8E8"|600-700 || =<2 seconds slower than section 500-600|| bgcolor="#FFD3AC"| =>1||bgcolor="#D7ECC6"|
|- align = center
| bgcolor="#C4E8E8"|700-800 || =<2 seconds slower than section 600-700|| bgcolor="#FFD3AC"| =>1||bgcolor="#D7ECC6"|
|- align = center
| bgcolor="#C4E8E8"|800-900 || =<2 seconds slower than section 700-800|| bgcolor="#FFD3AC"| =>1||bgcolor="#D7ECC6"|
|- align = center
| bgcolor="#C4E8E8"|900-999 || =<2 seconds slower than section 800-900||bgcolor="#FFD3AC"| ||bgcolor="#D7ECC6"|
|}
 
Topping out during the "M-Roll" results in the M Grade, while surviving the entirity of the "M-Roll" results in the Gm Grade. In addition, clearing at least 32 lines rewards the Orange line Gm Grade. The ranking prioritizes Orange Gm over Green Gm, regardless of clear time.
 
sources: [http://tetrisconcept.net/threads/tap-master.24/page-10#post-1860] [http://tetrisconcept.net/threads/the-m-roll-true-conditions.782/#post-24980]


=== TGM+ ===
=== TGM+ ===
This mode features speeds similar to the original TGM, with one important gameplay addition to keep the game interesting: rising garbage during play, as in Sega's ''[[Bloxeed]]''.  An internal counter is incremented every time a tetromino is played without clearing lines; once this counter reaches '''13 - floor(level / 100)''', a row of garbage rises from the floor of the playfield, and the counter resets. The garbage follows the fixed pattern shown below, looping every 24 rows:
<div style="float: right; margin-left: 1em; margin-bottom: 1em;">
 
<playfield>
<playfield>
.GGGGGGGGG
.GGGGGGGGG
Line 408: Line 201:
GGGG.GGGGG
GGGG.GGGGG
GGG...GGGG
GGG...GGGG
</playfield>
</playfield></div>TGM+ is a rising garbage mode, similar to Sega's ''[[Bloxeed]]''. Players must dig through to survive as they progress through the 999 levels. This mode has speed timings similar to ''TGM''. An internal counter is incremented every time a tetromino is locked down without clearing lines; once this counter reaches <math>13 - \left \lfloor \text {level} / 100 \right \rfloor</math>, a row of garbage rises from the floor of the playfield, and the counter resets.{{efn|RAM Locations:
*06064C30: Number of tetrominoes played without line clears
*06064C31: Position in garbage sequence}} The garbage follows the fixed pattern shown here, looping every 24 rows.


*RAM Locations:
Unlike other modes, TGM+ has no grades, medals, or ranking. A credit roll is played upon reaching level 999, but similarly to ''TGM'', it is not neccessary to survive the credit roll. After the credit roll, a message "Excellent!" is displayed.
**06064C30: Number of tetrominoes played without line clears
**06064C31: Position in garbage sequence


There is no grading system, medals, or ranking system in this mode.
Gravity is the same as Master mode, while speed timings are the same as Normal mode.
If you reach level 999, the credit roll will start, but locked tetrominos will not become invisible. Surviving this roll is not required to see the "Excellent!" message.


==== Speed Timings ====
=== T.A. Death ===
*Gravity speed timings are the same as those of Master mode.
In T.A. Death, gravity is fixed at 20G for the entirety of the game. Combined with increased speed timings, it is one of the most difficult modes to complete in the series.


{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
A video originally titled "Death 800", features a player breaking level 800, went viral under the name "Tetris Japan Finals". This video created widespread knowledge of the game, and is responsible for introducing many of the first Western players to the series.<ref>http://youtube.com/watch?v=J_YqwAzbWRE</ref>
|+'''Delays'''
! bgcolor="#80A3F8"|Level
! bgcolor="#FFA069"|[[ARE]]<br>(frames)
! bgcolor="#FFFF55"|[[DAS]]<br>(frames)
! bgcolor="#CC88FF"|[[Lock delay|Lock]]<br>(frames)
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)
|- align = center
| bgcolor="#C4E8E8"|000 - 999 || bgcolor="#FFD3AC"|25 || bgcolor="#FFFF88"|16 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|40
|}


=== T.A. Death ===
==== Ranking ====
T.A. Death mode is identical to Master Mode in gameplay, but the game begins and remains at 20g throughout (similarly to the 20g Mode code). However, how quickly a tetromino is given out, how quickly a tetromino will lock into place, and other values that determine the speed of play steadily change as levels are cleared.
Only two grades are achievable: M and Gm. The conditions are:
* The player must reach level 500 under (or equal to) 3:25:00, the M grade is given and the game will continue to 999.
* Gm is awarded at 999 regardless of time or score. The game continues through the credits, with no effect when playing on or blocking out.


T.A. Death is possibly the most famous mode ever featured in a TGM game. A video originally called ''Death 800'', which features a player breaking level 800, has floated around the Internet under the name ''Tetris Japan Finals'', making the TGM series famous throughout the world. This video is very popular and was singlehandedly responsible for introducing most western players to the TGM series. (People with a recent version of Flash Player can view this video on YouTube. [http://youtube.com/watch?v=J_YqwAzbWRE]) Arika currently hosts a much better Gm rank Death Mode video: [http://www.arikaonline.com/download/movie/Death-Gm05.mpg Death-Gm05].
Because of a [[torikan]], if the player reaches level 500 with a time greater than 3:25:00, the timer will stop and the credits will roll. The player is given an "Excellent!" but no grade.


==== Ranking ====
==== Speed timings ====
Only the M and Gm grades are achievable. The conditions are as follows:
Though Death mode has a fixed gravity of 20G, there are 4 other timings that shape the flow and speed of play.
*If the player reaches 500 with a time greater than 3:25:00 [[Torikan|the timer will stop]], the credits will roll and the player is given an "Excellent!" but no grade.
*If the player reaches 500 under (or equal to) 3:25:00, the M grade is given and the game will continue to 999.
*Gm is awarded at 999 regardless of time or score. The game does continue through the credits, but winning or losing at that point has no effect.


==== Timings ====
Though Death Mode has a fixed gravity of 20g, there are 4 other timings that shape the flow and speed of play.
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Delays'''
|+'''Delays'''{{efn|name=das}}
! bgcolor="#80A3F8"|Level
! bgcolor="#80A3F8"|Level
! bgcolor="#FFA069"|[[ARE]]<br>(frames)
! bgcolor="#FFA069"|[[ARE]]<br>(frames)
Line 453: Line 233:
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)
! bgcolor="#66BB55"|[[Line clear]]<br>(frames)
|- align = center
|- align = center
| bgcolor="#C4E8E8"|000 - 100 || bgcolor="#FFD3AC"|16 || bgcolor="#FFE3AC"| 12 || bgcolor="#FFFF88"|10 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|12
| bgcolor="#C4E8E8"|000 - 099 || bgcolor="#FFD3AC"|18 || bgcolor="#FFE3AC"| 14 || bgcolor="#FFFF88"|12 || bgcolor="#CCBBFF"|30 || bgcolor="#D7ECC6"|12
|- align = center
| bgcolor="#C4E8E8"|101 - 199 || bgcolor="#FFD3AC"|12 || bgcolor="#FFE3AC"| 6 || bgcolor="#FFFF88"|10 || bgcolor="#CCBBFF"|26 || bgcolor="#D7ECC6"|6
|- align = center
|- align = center
| bgcolor="#C4E8E8"|200 || bgcolor="#FFD3AC"|12 || bgcolor="#FFE3AC"| 6 || bgcolor="#FFFF88"|9 || bgcolor="#CCBBFF"|26 || bgcolor="#D7ECC6"|6
| bgcolor="#C4E8E8"|100 - 199 || bgcolor="#FFD3AC"|14 || bgcolor="#FFE3AC"| 8 || bgcolor="#FFFF88"|12 || bgcolor="#CCBBFF"|26 || bgcolor="#D7ECC6"|6
|- align = center
|- align = center
| bgcolor="#C4E8E8"|201 - 299 || bgcolor="#FFD3AC"|12 || bgcolor="#FFE3AC"| 6 || bgcolor="#FFFF88"|9 || bgcolor="#CCBBFF"|22 || bgcolor="#D7ECC6"|6
| bgcolor="#C4E8E8"|200 - 299 || bgcolor="#FFD3AC"|14 || bgcolor="#FFE3AC"| 8 || bgcolor="#FFFF88"|11 || bgcolor="#CCBBFF"|22 || bgcolor="#D7ECC6"|6
|- align = center
|- align = center
| bgcolor="#C4E8E8"|300 || bgcolor="#FFD3AC"|12 || bgcolor="#FFE3AC"| 6 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|22 || bgcolor="#D7ECC6"|6
| bgcolor="#C4E8E8"|300 - 399 || bgcolor="#FFD3AC"| 8 || bgcolor="#FFE3AC"| 8 || bgcolor="#FFFF88"|10 || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|6
|- align = center
|- align = center
| bgcolor="#C4E8E8"|301 - 399 || bgcolor="#FFD3AC"| 6 || bgcolor="#FFE3AC"| 6 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|6
| bgcolor="#C4E8E8"|400 - 499 || bgcolor="#FFD3AC"| 7 || bgcolor="#FFE3AC"| 7 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|5
|- align = center
|- align = center
| bgcolor="#C4E8E8"|400 || bgcolor="#FFD3AC"| 6 || bgcolor="#FFE3AC"| 6 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|6
| bgcolor="#C4E8E8"|500 - 999 || bgcolor="#FFD3AC"| 6 || bgcolor="#FFE3AC"| 6 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|4
|- align = center
| bgcolor="#C4E8E8"|401 - 499 || bgcolor="#FFD3AC"| 5 || bgcolor="#FFE3AC"| 5 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|5
|- align = center
| bgcolor="#C4E8E8"|500 - 999 || bgcolor="#FFD3AC"| 4 || bgcolor="#FFE3AC"| 4 || bgcolor="#FFFF88"|6 || bgcolor="#CCBBFF"|15 || bgcolor="#D7ECC6"|4
|}
|}


Some repurcussions of this are that there is no time penalty for clearing singles instead of tetrises from level 100 through 299. Also, as these values decrease, the options for tetromino placement are gradually reduced, becoming a subset of what was once possible in 20g.
As a result of these timings, there is no time penalty for clearing singles instead of Tetrises from level 100&ndash;299. As these values decrease, the options for piece placement gradually reduce, becoming a subset of what was once possible in regular 20G.


=== Doubles ===
=== Doubles ===
Doubles is a two player cooperative mode that puts both players in one well that is 14 units wide instead of 10. In TAP, it is selectable from the menu. In TGM2, it was accessed one player holding down the start button on his/her side while the other player pressed the other start button to join in. In TAP, one credit pays for both players.
Doubles is a two-player cooperative mode that puts both players in one well that is 14 units wide instead of 10. In TAP, it is selectable from the menu. In ''The Grand Master 2'', it was accessed by one player holding down the start button on their side while the other player pressed the other start button to join in. In ''TAP'', one credit pays for both players.
 
Each player has a separate level counter and lines they clear are only added to their level. Both players must reach level 300 to complete the game. Like in Normal, there are no level stops at 99 or 199, but each player must clear a line to go from 299 to 300. Whichever player reaches 300 first enters the credit roll speed of 20G until the other player also reaches 300, at which point the timer stops and the credits start. It is quite difficult to survive for long in 20G with such a wide well, so winning requires a fine degree of coordination between the players so that they both clear a line to advance to 300 at nearly the same time. Also like Normal, the credit roll can be fast-forwarded by holding down Start, and surviving it does not matter; the score is awarded a green line regardless.
 
Doubles has some bugs regarding input handling which can result in one player's DAS being instantly charged or their inputs being ignored. These are not currently fully understood, but seem to have to do with inputs that occur on the same frame that one's partner clears a line. There is also odd-looking behavior which could be considered a bug when one player places a piece on top of the other player's piece which clears a line.


Each player has a separate level counter, and both players must reach level 300 for the win. Though the level counter does not stop at every x99 as in standard modes, the final 299 does require a line change to 300. If one player reaches 300 before the other, he enters 20g for the rest of the game. It is quite difficult to survive for long with 20g in such a wide well, so winning requires a fine degree of coordination between the players so that they reach 300 synchronously.
==== Speed timings ====
{| 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"|119||6
|-align = center
|bgcolor="#C4E8E8"|8||5||bgcolor="#C4E8E8"|135||8
|-align = center
|bgcolor="#C4E8E8"|19||6||bgcolor="#C4E8E8"|140||10
|-align = center
|bgcolor="#C4E8E8"|35||8||bgcolor="#C4E8E8"|150||12
|-align = center
|bgcolor="#C4E8E8"|40||10||bgcolor="#C4E8E8"|160||16
|-align = center
|bgcolor="#C4E8E8"|50||12||bgcolor="#C4E8E8"|170||32
|-align = center
|bgcolor="#C4E8E8"|60||16||bgcolor="#C4E8E8"|180||48
|-align = center
|bgcolor="#C4E8E8"|70||32||bgcolor="#C4E8E8"|190||64
|-align = center
|bgcolor="#C4E8E8"|80||48||bgcolor="#C4E8E8"|200||80
|-align = center
|bgcolor="#C4E8E8"|90||64||bgcolor="#C4E8E8"|220||96
|-align = center
|bgcolor="#C4E8E8"|100||4||bgcolor="#C4E8E8"|240||112
|-align = center
|bgcolor="#C4E8E8"|108||5||bgcolor="#C4E8E8"|260||128
|-align = center
|bgcolor="#C4E8E8"|300
|colspan="3"|5120 (20G)
|}


=== Versus ===
=== Versus ===
{{see also|Tetris The Grand Master#Vs. Mode}}
{{see also|TGM Versus Mode Guide}}
The versus mode in ''The Absolute'' works in a very much like its predecessor, ''The Grand Master''. Each player plays in their own playfield. Clearing two or more lines will cause garbage lines to be sent to the bottom of their opponent's playfield. Unlike garbage in other Tetris games, the garbage holes correspond to the location of the line clearing piece. This means that the usual playing style of the series, of leaving a column down the right for Tetrises is not as beneficial, because if both players do it then any garbage sent will line up with the opponent's Tetris hole. Alternating sides, or using other pieces to clear lines will send garbage that is more difficult to the opponent to clear. Versus mode in ''Bloxeed'' and ''[[DuelTris]]'' worked similarly.


The versus mode in TAP works in a very similar way to that in it's predecessor, TGM. Each player has their own field, and clearing two or more lines in their field will cause garbage lines to be sent to the bottom of their opponent's field.
All of the four single player modes can be played in Versus mode, although a Normal mode game will be temporarily converted to Master for the duration of the match, signified by the playfield frame changing from grey stone to grey metal. Normal, Master and Death use their respective speed curves for each player. TGM+ mode has garbage rising automatically from the bottom, in the same way it does on single-player.
Unlike the multiplayer modes in other Tetris games, the garbage holes correspond to the location of the line clearing piece. This means that the usual playing style of the series, of leaving a column down the right for Tetrises is not as beneficial, because if both players do it then any garbage sent will line up with the opponent's Tetris hole. Alternating sides, or using other pieces to clear lines will send garbage that is more difficult to the opponent to clear.  Oddly enough, the versus mode in ''Bloxeed''' and Dreamworld's ''[[DuelTris]]'' worked in a similar manner.  


All of the four single player modes can be played in Versus mode, although a Normal mode game will be temporarily converted to Master for the duration of the match, signified by the frame changing from grey stone to grey metal. The first player picks a mode, and starts as if playing alone. When the second player pushes their respective start button (assuming there is a credit) 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. Normal, Master and Death use their respective speed curves for each player. TGM+ mode has garbage rising automatically from the bottom, in the same way it does on single-player. To prevent unwanted versus games, the first player can press their start button, which will cause "no more challenger" to display on the opposite field. Pressing the start button again cancels this effect. If a second player starts while "No more challenger" is displayed, then it will skip the challenge menu and go straight to the mode select.
To start a versus match, either player picks a mode, and starts as if playing alone. When the second player pushes their respective start button (assuming there is a credit) 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. To prevent unwanted versus games, the first player can press their start button, which will cause "No more challenger" to display on the opposite field. Pressing the start button again cancels this effect. If a second player starts while "No more challenger" is displayed, then it will skip the challenge menu and go straight to the mode select.


For versus there is a default target level of 200, and a default time limit of 2:40:00. The target level can be changed in the game setup (in 100 level increments), with the time increasing or decreasing by 1:20:00 for every 100 levels.
For versus the default target level is 200, and time limit of 2:40:00. The target level can be changed in the game setup (in 100 level increments), with the time increasing or decreasing by 1:20:00 for every 100 levels. If a player tops out their field, then they lose. If neither player tops out their field in the allocated time limit, then the winner is the player with the highest level. If a player reaches the target level then the game ends and they are declared the winner. By default, the overall winner is the first player to win two games, but this can be changed in the game setup.
If a player tops out their field, then they lose. If neither player tops out their field in the allocated time limit, then the winner is the player with the highest level. If a player reaches the target level then the game ends and they are declared the winner.
By default, the overall winner is the first player to win two games. Again, this can be changed in the game setup.


====Items====
Items can be turned off by each player holding their respective start buttons as Versus mode is initiated. If A+B is also held down on both players, garbage is also turned off completely, activating what the game calls "Cement mode."
Each player has a green bar to the side of their field. With each piece placement, this bar increases slightly. When the bar is filled, the next piece the player receives will be an item piece. The shape of the piece is retained, but the appearance of the individual composite blocks will be different, depending on the item. The piece is placed normally, and the item is used automatically when a line containing part of the item piece is cleared.  Again, ''Bloxeed'' was the inspiration here.  Many of the powerups, like the 16 ton weight, and the delete even, are based around the ones in ''Bloxeed''.  But unlike in ''Bloxeed'', ''DuelTris'', and ''[[Tetris DS]]'', the entire piece counts as the item, instead of just one block of it.


Items can be turned off by each player holding their respective start buttons as Versus mode is initiated. If A+B is also held down on both players, garbage is also turned off completely, activating what the game calls "Cement Mode."
==== Items ====
Each player has a green bar to the side of their field. With each piece placement, this bar increases slightly. When the bar is filled, after placing 20 pieces, the next piece the player receives will be an item piece. The shape of the piece is retained, but the appearance of the individual composite blocks will be different, depending on the item. The piece is placed normally, and the item is used automatically when a line containing part of the item piece is cleared. ''Bloxeed'' was the inspiration for items,{{citation needed}} which many of the powerups, like the 16 ton weight, and delete even where the basis of items in ''The Absolute''. Unlike ''Bloxeed'', ''DuelTris'', and ''[[Tetris DS]]'', the entire piece counts as the item, instead of only one block of it.


== Medal Conditions ==
Pieces are chosen using a bag system, with each item having their own weight. Items with a heavier weight are less likely to be chosen first, and is generally why "Dark" is the last item to be dealt in the bag. Once the bag is depleted, it is repeated a second time.
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
 
|+'''[http://www.tetrisconcept.com/forum/viewtopic.php?t=624 Medals]'''
Most of the items from ''The Grand Master'' are reused. SPIN FIELD and PRESS FIELD were removed, and COLOR BLOCK, DARK BLOCK, and MIRROR BLOCK were added.
! bgcolor="#66BB55"|Medal
 
! bgcolor="#8C7853"|Bronze
{| class="wikitable"
! bgcolor="#BBBBBB"|Silver
|+
! bgcolor="#D9D919"|Gold
! style="background-color: #ffd3ac;" colspan="2" | Attack items
|- align = center
|-
| bgcolor="#D7ECC6"| AC ([[Glossary#A|All Clear]]) || bgcolor="#EAEAAE"|Make 1 [[Glossary#B|Bravo]] ||Make 2 [[Glossary#B|Bravos]] || bgcolor="#DBDB70"|Make 3 [[Glossary#B|Bravos]]
|DEATH BLOCK
|- align = center
|Makes the opponent's next block big.
| bgcolor="#D7ECC6"| RO (Rotation) || bgcolor="#EAEAAE"|Rotations/Tetromino >= 6/5 from level 0 to 300 ||Rotations/Tetromino >= 6/5 from level 300 to 700|| bgcolor="#DBDB70"|Rotations/Tetromino >= 6/5 from level 700 to 999
|-
|- align = center
|NEGA FIELD
| bgcolor="#D7ECC6"| ST (Section Time) || bgcolor="#EAEAAE"|Approach section time record (<10 seconds slower) <br/>Note: Death ST records reset to the default 42 seconds every time the machine is switched on||Approach section time record (<5 seconds slower) <br/>Note: Death ST records reset to the default 42 seconds every time the machine is switched on|| bgcolor="#DBDB70"|Beat section time record <br/>Note: Death ST records reset to the default 42 seconds every time the machine is switched on
|Flip the playfield's occupied cells to empty, and empty cells to occupied.
|- align = center
|-
| bgcolor="#D7ECC6"| SK (Skill) || bgcolor="#EAEAAE"|Master: 10 Tetrises <br/>Death: 5 Tetrises <br/> BIG: 1 Tetris||Master: 20 Tetrises <br/>Death: 10 Tetrises <br/>BIG: 2 Tetrises|| bgcolor="#DBDB70"|Master: 35 Tetrises <br/>Death: 17 Tetrises <br/> BIG: 4 Tetrises
|180° FIELD
|- align = center
|Rotate the playfield upside down and move the newly rotated cells down.
| bgcolor="#D7ECC6"| RE (Recovery) || bgcolor="#EAEAAE"|Perform 1 "Recovery": <br/>Have 150 or more blocks in the playfield, then clear until <=70 blocks remain once ||Perform 2 "Recoveries": <br/>Have 150 or more blocks in the playfield, then clear until <=70 blocks remain twice || bgcolor="#DBDB70"|Perform 4 "Recoveries": <br/>Have 150 or more blocks in the playfield, then clear until <=70 blocks remain four times
|-
|- align = center
|SHOT GUN!
| bgcolor="#D7ECC6"| CO ([[Combo]]) || bgcolor="#EAEAAE"|Make a 4 combo. <br/>BIG: Make a 2 combo <br/>Note: Single line clears keep the current combo active, but do not add to it. ||Make a 5 combo. <br/>BIG: Make a 3 combo <br/>Note: Single line clears keep the current combo active, but do not add to it.  || bgcolor="#DBDB70"|Make a 7 combo. <br/>BIG: Make a 4 combo <br/>Note: Single line clears keep the current combo active, but do not add to it.
|Randomly shoot a group of holes in the opponent's stack.
|-
|HARD BLOCK
|The opponent's next piece must be cleared twice to be removed from the playfield.
|-
|LASER BLOCK
|Remove a column of holes in the opponent's stack. The attacker many move the laser by pressing left and right.
|-
|ROLL ROLL
|The opponent's next 3 pieces are auto rotating by a fixed interval.
|-
|TRANS FORM
|The opponent's next 3 pieces will change [[tetromino]] every time the piece is rotated.
|-
|X-RAY
|A partially invisible effect is applied to the opponent's stack for a short period.
|-
|COLOR BLOCK
|A partially invisible effect is applied to the opponent's stack for a very short period.
|-
|DARK BLOCK
|Stack becomes fully invisible for a medium period.
|-
|MIRROR BLOCK
|The opponent's stack is mirrored 3 times for each new piece, leaving it mirrored after the 3rd piece.
|-
! style="background-color: #c4e8e8;" colspan="2" | Defense items
|-
|↑ DEL FIELD
|Deletes the upper half of the player's playfield.
|-
|↓ DEL FIELD
|Deletes the lower half of the player's playfield.
|-
|→ MOV FIELD
|Push every cell in the player's playfield to the right.
|-
|← MOV FIELD
|Push every cell in the player's playfield to the left.
|-
|DEL EVEN
|Deletes every 2nd row in the player's playfield.
|-
! style="background-color: #d7ecc6;" colspan="2" | Special items
|-
|FREE FALL
|Forces all cells to move down in the player's playfield removing any holes.
|-
|EXCHG FIELD
|Swaps the player's and opponent's playfield.
|-
|}
 
== Medal conditions ==
{| class="wikitable"
|+'''Medal conditions<ref>http://www.tetrisconcept.com/forum/viewtopic.php?t=624</ref>'''
! Medal
! style="background: #c78f57"|Bronze
! Silver
! style="background: #f3d74f"|Gold
|-
! AC ([[Glossary#A|All Clear]])
| bgcolor="#f1c69b"| Complete 1 [[Glossary#B|Bravo]]
| Complete 2 [[Glossary#B|Bravos]]
| bgcolor="#fff7ae"| Complete 3 [[Glossary#B|Bravos]]
|-
! RO (Rotation)
| bgcolor="#f1c69b"| Rotations/tetromino >= 6/5 from level 0 to 300{{efn|group=lower-roman|name=medal-1|For each medal's level range, up to 3,000 rotations are counted, with up to 4 rotations per placed tetromino counting towards the total for each medal.}}
| Rotations/tetromino >= 6/5 from level 300 to 700{{efn|group=lower-roman|name=medal-1}}
| bgcolor="#fff7ae"| Rotations/tetromino >= 6/5 from level 700 to 999{{efn|group=lower-roman|name=medal-1}}
|-
! ST (Section Time)
| bgcolor="#f1c69b"| Approach section time record (<10 seconds slower){{efn|group=lower-roman|name=medal-2|Death ST records reset to the default 42 seconds every time the machine is switched on}}
| Approach section time record (<5 seconds slower){{efn|group=lower-roman|name=medal-2}}
| bgcolor="#fff7ae"| Beat section time record{{efn|group=lower-roman|name=medal-2}}
|-
! SK (Skill)
| 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
| width="100%" | 10 Tetrises
|-
! style="background: #c78f57"|Death
| width="100%" | 5 Tetrises
|-
! style="background: #c78f57"|Big
| width="100%" | 1 Tetris
|}
| style="padding: 0;" |
{| class="wikitable" style="width: calc(100% + 2px); margin: -1px -1px -1px -1px; border: 1px solid #333333;"
! Master
| width="100%" | 20 Tetrises
|-
! Death
| width="100%" | 10 Tetrises
|-
! Big
| width="100%" | 2 Tetrises
|}
| bgcolor="#fff7ae" style="padding: 0;" |
{| class="wikitable" style="width: calc(100% + 2px); margin: -1px -1px -1px -1px; border: 1px solid #333333; background-color: transparent;"
! style="background: #f3d74f"|Master
| width="100%" | 35 Tetrises
|-
! style="background: #f3d74f"|Death
| width="100%" | 17 Tetrises
|-
! style="background: #f3d74f"|Big
| width="100%" | 4 Tetrises
|}
|-
! RE (Recovery)
| bgcolor="#f1c69b"| Perform 1 recovery{{efn|group=lower-roman|name=medal-3|Have 150 or more blocks in the playfield, then clear until <{{=}}70 blocks remain}}
| Perform 2 recoveries{{efn|group=lower-roman|name=medal-3}}
| bgcolor="#fff7ae"|Perform 4 recoveries{{efn|group=lower-roman|name=medal-3}}
|-
! CO ([[Combo]])
| bgcolor="#f1c69b"| Reach a combo of 4. <br/>Big: Reach a combo of 2{{efn|group=lower-roman|name=medal-4|Single line clears keep the current combo active, but do not add to it.}}
| Reach a combo of 5. <br/>Big: Reach a combo of 3{{efn|group=lower-roman|name=medal-4}}
| bgcolor="#fff7ae"|Reach a combo of 7. <br/>Big: Reach a combo of 4{{efn|group=lower-roman|name=medal-4}}
|}
|}
{{notelist|group=lower-roman}}


== Scoring ==
== Scoring ==


Unlike the first game in the series, score is completely unimportant in the main game modes. The only mode where score counts for anything is Normal mode.
Like ''TGM'', points are only awarded when the player completes line clears. A bonus for using sonic drop is new to the scoring formula. ''The Absolute Plus'' also changes the scoring system, adding a reward for fast play among other changes. The formulas are:
 
: ''TA'': <math>\text{Score} = (\left\lceil ( \text{Level} + \text{Lines} ) / 4 \right\rceil + \text{Soft} + (2 \times \text{Sonic} )) \times \text{Lines} \times \text{Combo} \times \text{Bravo}</math>
: ''TAP'': <math>\text {Score} = (\left\lceil ( \text{Level} + \text{Lines} ) / 4 \right\rceil + \text{Soft} + (2 \times \text{Sonic} )) \times \text{Lines} \times \text{Combo} \times \text{Bravo} + \left\lceil (\text{Level After Clear} ) / 2 \right\rceil + ( \text{Speed} \times 7 )</math>
 
Where:
* <math>\left\lceil \cdot \right\rceil</math> is the ceiling function (i.e. the contents are rounded up).
* Level is the level just before the line clear.
* Lines is the number of lines you just cleared.
* Level After Clear is is the level just after the line clear. This is different from <math>(\text {Level} + \text {Lines})</math> for edge cases like reaching 300 in Normal mode, 500 when being [[Torikan|torikan-stopped]] in Death mode, and reaching 999 otherwise.
* Soft is the cumulative number of frames during which Down was held during the piece's active time. Note that this means manually locking pieces already on the ground will increase the Soft value by 1.
* Sonic is the number of rows covered by the single greatest sonic drop during the piece's active time. Note that this is non-cumulative.
* If the previous piece cleared no lines, Combo is reset to 1. This calculation is done before the score calculation:
*: <math>\text{Combo} = \text{Previous Combo Value} + (2 \times \text{Lines}) - 2</math>
*: Example: A double-triple-single combo will have combo values 3, 7, and 7 respectively.
* Bravo is equal to 4 if this line clear resulted in a [[perfect clear]], otherwise it is 1.
* Speed can be no less than 0, and is otherwise equal to:
*: <math>\text{Speed} = \text{Lock Delay} - \text{Active Time}</math>
*: where Lock Delay is the number of frames of lock delay given out for that particular level, and Active Time is the number of frames the piece was active (which is a minimum of 1).
 
Normal mode multiplies line clear scores by 6 and the player is given a time bonus of <math>1253 \times \text{max}\left(0,\left\lceil 300 - \text{Seconds} \right\rceil\right)</math> where Seconds is the clear time in seconds.
 
== Development ==
=== Changes between TA and TAP ===
* M-Roll conditions have been changed. Notably, the section time conditions have been altered and the required Tetrises per section have been increased for for the first 5 sections.
* Two new modes have been added, TGM+ and T.A. Death.
* Scoring formula has been changed, adding an extra term for the level after the line clear and another for placement speed.
* The method for accessing Doubles has changed and it is selectable from the mode select screen.
 
== Codes ==
=== Item mode ===
When selecting either Master or TGM+ mode, hold B and C, then press Start while "READY" is still on-screen. If the code was correctly entered, the "NEXT" text will pulsate when the game starts. This code causes item pieces to appear like in 2-player versus mode, except all effects from items are sent to yourself.
 
=== Title screen codes ===
The following codes should be entered on the title screen, and only take effect in Normal mode and Master mode. Using them disqualifies the score from appearing in the rankings.
 
{| class="wikitable"
! Name || Code || Effect
|-
| 20G Mode
| DDDDDDDDCBA
| Forces maximum gravity.
|-
| Big Mode
| LLLLDCBA
| Tetrominoes are twice their normal size, simulating a 10 &times; 5 well.
|-
|TLS Mode
| ABCCBAACB
| The [[ghost piece]] always appears throughout the game.
|}
: <small>Key: L = Left, D = Down, U = Up, R = Right</small>
 
== Arcade Archives version ==
{{expand section}}
The Arcade Archives version released for the Nintendo Switch and PS4 features new modes and online leaderboards.


Compared to the first game, the scoring system has an added bonus for sonic drops, but still only awards score on line clears. TAP also changes the scoring system, adding a reward for fast play among other changes. The equations are:
== Emulation ==


TA: '''Score = ((Level + Lines)/4 + Soft + (2 &times; Sonic)) &times; Lines &times; Combo &times; Bravo'''
The tables below provide verified lists of archives and files to make sure that Tetris the Absolute the Grand Master 2 and/or Tetris the Absolute the Grand Master 2 Plus can be emulated properly. There aren't any guides, at this point, for dumping these required files from the PCBs; but these files can be searched out on the Internet.


TAP: '''Score = ((Level + Lines)/4 + Soft + (2 &times; Sonic)) &times; Lines &times; Combo &times; Bravo + (Level_After_Clear)/2 + (Speed &times; 7)'''
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Downloadable Archives'''
!bgcolor="#80A3F8"|Archive||bgcolor="#BBBBBB"|MD5 Hash
|-align = center
|bgcolor="#C4E8E8"|tgm2.zip||b05e0334f9bfdc70ddb67ab298682ce1
|-align = center
|bgcolor="#C4E8E8"|tgm2p.zip||e7d45937e7e39a62ed9d927a43c9f623
|}


Where:
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
*Level is the current level you are on.
|+'''Required TGM2 Files'''
*Lines is the number of lines you just cleared.
!bgcolor="#80A3F8"|File||bgcolor="#BBBBBB"|MD5 Hash
*(Level + Lines)/4 is rounded up.
|-align = center
*(Level_After_Clear)/2 is rounded up. Importantly, Level_After_Clear is different from (Level+Lines) for edge cases like reaching 300 in Normal mode, 500 when being [[Torikan|torikan-stopped]] in Death mode, and reaching 999 otherwise.
|bgcolor="#C4E8E8"|1.u22||2e5b07573c26d7848b7bc4090a101dc8
*Soft is the cumulative number of frames during which Down was held during the piece's active time. Note that this means manually locking pieces already on the ground will increase the Soft value by 1.
|-align = center
*Sonic is the size of the single greatest sonic drop during the piece's active time. Note that this is non-cumulative.
|bgcolor="#C4E8E8"|2.u21||a046a504b60d73b177875007b9dc1196
*If the previous piece cleared no lines, Combo is reset to 1. Otherwise its Combo value is (updated BEFORE the score):
|-align = center
*:'''Combo = (previous Combo value) + (2 &times; Lines) - 2'''
|bgcolor="#C4E8E8"|81ts_3l.u6||692775964ab65326a59faff93b4fd3b5
*:Example: A double-triple-single combo will have combo values 3, 7, and 7 respectively.
|-align = center
*Bravo is equal to 4 if this piece has cleared the screen, and otherwise is 1.
|bgcolor="#C4E8E8"|82ts_3h.u14||e525a5bdc61fba20d5ba8cb98da76ab8
*Speed can be no less than 0, and is otherwise equal to:
|-align = center
*:'''Speed = Lock Delay - Active Time'''
|bgcolor="#C4E8E8"|83ts_4l.u7||d6e125cb3a78328e4e44734b5d94e7a6
:where Lock Delay is the number of frames of lock delay given out for that particular level, and Active Time is the number of frames the piece was active (which is a minimum of 1).
|-align = center
|bgcolor="#C4E8E8"|84ts_4h.u15||bd954b63ed5f753b05d6fba446a76b56
|-align = center
|bgcolor="#C4E8E8"|85ts_5l.u8||4de3657e0a84c47c4eff2858fe9c4284
|-align = center
|bgcolor="#C4E8E8"|86ts_5h.u16||428c2b080db0e9de297a16afe353f95e
|-align = center
|bgcolor="#C4E8E8"|87ts_6l.u1||a612c22bff929667e771f30d290c9ec6
|-align = center
|bgcolor="#C4E8E8"|88ts_6h.u2||7a95be9538c8ab68cec8a181d43a0541
|-align = center
|bgcolor="#C4E8E8"|89ts_7l.u19||e723da63f626cb010cf4e7354ee04d6f
|-align = center
|bgcolor="#C4E8E8"|90ts_7h.u20||eed4787610e2c765d386c6cedff9029c
|-align = center
|bgcolor="#C4E8E8"|91ts_8l.u28||d9e0dcb0c43c585ed11b06bc2f62ba8f
|-align = center
|bgcolor="#C4E8E8"|92ts_8h.u29||a440108aa574ae68eaef865001a6a3a3
|-align = center
|bgcolor="#C4E8E8"|93ts_9l.u41||24db7b6b6329ed26e697ac188a84c8c6
|-align = center
|bgcolor="#C4E8E8"|94ts_9h.u42||74f5501b8cc62a1332280a30946ee23b
|-align = center
|bgcolor="#C4E8E8"|95ts_10l.u58||56a384d97e88bafb38033e9d1b798ec4
|-align = center
|bgcolor="#C4E8E8"|96ts_10h.u59||a678c8ede77f2eed977902397238b720
|-align = center
|bgcolor="#C4E8E8"|97ts_snd.u52||a3ca101d1535df544ced5eeb63fd1c45
|-align = center
|bgcolor="#C4E8E8"|tgm2.default.nv||9b96866fb3f5581548be9ec9f8b1fb13
|}
 
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Required TGM2P Files'''
!bgcolor="#80A3F8"|File||bgcolor="#BBBBBB"|MD5 Hash
|-align = center
|bgcolor="#C4E8E8"|1b.u22||b4d96efe098365cd9edc616377d18dae
|-align = center
|bgcolor="#C4E8E8"|2b.u21||a32329eb82a7a64747b2b7b9cdf5a570
|-align = center
|bgcolor="#C4E8E8"|81ts_3l.u6||692775964ab65326a59faff93b4fd3b5
|-align = center
|bgcolor="#C4E8E8"|82ts_3h.u14||e525a5bdc61fba20d5ba8cb98da76ab8
|-align = center
|bgcolor="#C4E8E8"|83ts_4l.u7||d6e125cb3a78328e4e44734b5d94e7a6
|-align = center
|bgcolor="#C4E8E8"|84ts_4h.u15||bd954b63ed5f753b05d6fba446a76b56
|-align = center
|bgcolor="#C4E8E8"|85ts_5l.u8||4de3657e0a84c47c4eff2858fe9c4284
|-align = center
|bgcolor="#C4E8E8"|86ts_5h.u16||428c2b080db0e9de297a16afe353f95e
|-align = center
|bgcolor="#C4E8E8"|87ts_6l.u1||a612c22bff929667e771f30d290c9ec6
|-align = center
|bgcolor="#C4E8E8"|88ts_6h.u2||7a95be9538c8ab68cec8a181d43a0541
|-align = center
|bgcolor="#C4E8E8"|89ts_7l.u19||e723da63f626cb010cf4e7354ee04d6f
|-align = center
|bgcolor="#C4E8E8"|90ts_7h.u20||eed4787610e2c765d386c6cedff9029c
|-align = center
|bgcolor="#C4E8E8"|91ts_8l.u28||d9e0dcb0c43c585ed11b06bc2f62ba8f
|-align = center
|bgcolor="#C4E8E8"|92ts_8h.u29||a440108aa574ae68eaef865001a6a3a3
|-align = center
|bgcolor="#C4E8E8"|93ts_9l.u41||24db7b6b6329ed26e697ac188a84c8c6
|-align = center
|bgcolor="#C4E8E8"|94ts_9h.u42||74f5501b8cc62a1332280a30946ee23b
|-align = center
|bgcolor="#C4E8E8"|95ts_10l.u58||56a384d97e88bafb38033e9d1b798ec4
|-align = center
|bgcolor="#C4E8E8"|96ts_10h.u59||a678c8ede77f2eed977902397238b720
|-align = center
|bgcolor="#C4E8E8"|97ts_snd.u52||a3ca101d1535df544ced5eeb63fd1c45
|-align = center
|bgcolor="#C4E8E8"|tgm2p.default.nv||13ab7213275b3ba66d377e901e3f6b7a
|}
 
The current version of [https://www.mamedev.org/ MAME] is capable of running Tetris The Absolute The Grand Master 2 and Tetris The Absolute The Grand Master 2 Plus. MAME can either be run as a standalone program on Windows or the Macintosh, or as a core through other Emulator frontends such as RetroArch or OpenEmu (Experimental).


It should be noted that Normal mode multiplies line clear scores by 6. Also, the player is given a time bonus of '''1253 &times; Seconds''' where Seconds is the amount of time in seconds, rounded up, that the clear time is below 5 minutes.
== Physical scans ==
{{Scanbox
|console = Psikyo SH-2
|region = JP
|pcb = Tetris The Grand Master 2 The Absolute Plus arcade PCB.jpg
|dimensions = 310&times;230&times;33 mm
}}


==Codes==
== See also ==
Codes are present in both original TA and TAP.
* [[TGM Versus Mode Guide]]
* [[List of TGM series bugs]]


*Item Mode: When selecting either Master or TGM+ mode, hold B and C, then press Start while "READY" is still on-screen. The "NEXT" text should pulsate to indicate that the code was entered correctly. This code causes item blocks to appear like in regular 2-player versus mode play, only all attacks are sent to yourself.
== Notes ==
{{notelist}}


The following codes should be entered at the title screen, and only work in Normal Mode and Master Mode. They disqualify your score from appearing in the rankings.
== References ==
<references />


Key: L = Left, D = Down, U = Up, R = Right
== External links ==
*20G Mode: DDDDDDDDCBA
* [http://web.archive.org/web/20010816230539/http://www.arika.co.jp/tetris_top2.htm Archive of official website] (in Japanese)
Forces maximum gravity.
*Big Mode: LLLLDCBA
All tetrominos are very large, simulating a 10x5 well.
*TLS Mode: ABCCBAACB
The [[ghost piece]] function does not disappear after level 100.


{{Arika games}}
{{Arika games}}
[[Category:Games List]]
 
[[Category:Official Tetris games]]
[[Category:Games with cooperative mode]]
[[Category:Games with cooperative mode]]
[[Category:Arcade games]]
[[Category:Arcade games]]
[[Category:Arcade-only games]]
[[Category:Nintendo Switch games]]
[[Category:PlayStation 4 games]]

Latest revision as of 17:19, 25 November 2024

Tetris The Absolute The Grand Master 2
Arcade flyer for Tetris The Absolute The Grand Master 2 PLUS
Developer(s)Arika
Publisher(s)Psikyo
Platform(s)Arcade, PlayStation 4, Nintendo Switch
ReleaseTGM2
  • JP: October 27, 2000
PLUS
  • JP: December, 2000
PlayStation 4, Nintendo Switch
  • WW: June 1, 2023
PredecessorTetris The Grand Master
SequelTetris The Grand Master 3 Terror-Instinct
Gameplay info
Next pieces1
Playfield size10 × 20
Hold pieceNo
Hard dropYes (Sonic Drop)
Rotation systemTGM rotation

Tetris The Absolute The Grand Master 2 (テトリス ジ・アブソリュート ザ・グランドマスター2[a]), also known as T.A. and TGM2, is the second installment in Arika's TGM series. Released as an arcade game by Psikyo in October 2000. A console version was later released on June 1, 2023, for PlayStation 4 and Nintendo Switch as part of the Arcade Archives series.[1]

The Grand Master 2 introduced a more accessible Normal mode, designed to appeal to casual players, alongside a revamped grading system for its challenging Master mode, continuing the original gameplay style of TGM.

In December, 2000, Arika released a free upgrade titled Tetris The Absolute The Grand Master 2 PLUS (also known as TAP, and TGM2). This update introduced new gameplay modes such as TGM+, T.A. Death, and heightened requirements for achieving the Grand Master (GM) rank in Master mode. The update, consisting of new ROMs, was given to arcade opperators. Due to this, it is very rare to find a TGM2 arcade PCB that has not been updated to the PLUS version.

Gameplay

Sonic drop

Sonic drop, a hard drop that doesn't lock, was added to the base TGM gameplay, which improves low gravity gameplay by allowing Zangi-moves.

Buffer zone

Above the playfield, the game uses a single-row buffer zone, effectively extending the height of the playfield from 20 to 21. Row 21 allows blocks that lock in it to reappear once the stack is lowered. Any row above it, however, is not part of the buffer zone, meaning that blocks that lock in such rows get deleted and will not reappear once the stack is lowered.

Game modes

Normal

Normal mode plays similarly to Master mode in gravity and speed timings, but ends at level 300. At levels 100 and 200 an item block is given to the player. "Free Fall," which eliminates all holes, is given at 100. "Del Even," which clears every other row throughout the field is given at 200. The credit roll challenge is a slow 20g, but playing through it is not required for a "Clear". See scoring bellow for how score is calculated in this mode.

Speed timings

The unit for gravity is G (rows per frame), as a fraction with a constant denominator of 256. This means G = Internal Gravity/256. For example, at levels 90 through 99, the gravity is 64/256G, or 1/4G.

Internal Gravity
Level Internal Gravity
(1/256 G)
Level Internal Gravity
(1/256 G)
0 4 149 48
8 5 156 80
19 6 164 112
35 8 174 128
40 10 180 144
50 12 200 16
60 16 212 48
70 32 221 80
80 48 232 112
90 64 244 144
100 4 256 176
108 5 267 192
119 6 277 208
125 8 287 224
131 12 295 240
139 32 300 5120 (20G)
Delays[b][c]
Level ARE
(frames)
DAS
(frames)
Lock
(frames)
Line clear
(frames)
000 - 300 27 16 30 40

Master

Master mode is Arika's evolution of the original Tetris The Grand Master gameplay. In TGM the speed timings remain the same for the entire length of the game. New to The Absolute is shrinking delays that speed up the game after level 500. The length of the game remains the same, with players trying to complete 999 levels.

Speed timings

Internal Gravity[2]
Level Internal Gravity
(1/256 G)
Level Internal Gravity
(1/256 G)
0 4 220 32
30 6 230 64
35 8 233 96
40 10 236 128
50 12 239 160
60 16 243 192
70 32 247 224
80 48 251 256 (1G)
90 64 300 512 (2G)
100 80 330 768 (3G)
120 96 360 1024 (4G)
140 112 400 1280 (5G)
160 128 420 1024 (4G)
170 144 450 768 (3G)
200 4 500 5120 (20G)
Delays[c]
Level ARE
(frames)
Line ARE
(frames)
DAS
(frames)
Lock
(frames)
Line clear
(frames)
000 - 499 27 27 16 30 40
500 - 600 27 27 10 30 25
601 - 700 27 18 10 30 16
701 - 800 18 14 10 30 12
801 - 900 14 8 10 30 6
901 - 999 14 8 8 17 6

Line ARE defines the number of frames of ARE to use after a line clear. The player's DAS charge is unmodified during line clear delay, the first frame of "lock flash" that occurs during the beginning of ARE without a line clear, and one frame of level-increment delay a little before the next piece spawns, and the frame a piece spawns.

Grade Recognition System

Main article: Grade Recognition System

A new version of GRS (Grade Recognition System) was developed for The Absolute. This time, instead of the player's score, their speed and skill are taken into account. Additionally, the GM grade requirements have been expanded, including Tetris line clear requirements, faster completion time, and an invisible credit roll challenge, which is called the M-Roll.

In The Absolute, grades go from 9–1, S1–S9, M, GM.

Credit roll

See also: Grade Recognition System#Credit roll

If a player completes 999 levels, the playfield is cleared, and a new challenge starts, with the credits rolling behind the stack. There are two credit rolls in The Absolute Plus, the Fading Roll, and the M-Roll. The Fading Roll is a 1 minute challenge, where pieces in the stack will fade out four seconds after locking. If a player clears the Fading Roll, their rank will be underlined with an orange line, which ranks above green lines, or players who did not clear the Fading Roll with the same grade, regardless of completion time.

If the player unlocks the M-Roll, they are met with an invisible challenge. Pieces turn invisible as soon as they lock down. If the player fails to clear, they are awarded the M grade. If the player clears the M-Roll with less than 32 line clears, they are awarded a Green line GM grade. Surviving the M-Roll with 32 or more line clears will award the player an Orange line GM, the highest possible grade.

TGM+

.GGGGGGGGG
.GGGGGGGGG
.GGGGGGGGG
.GGGGGGGGG
GGGGGGGGG.
GGGGGGGGG.
GGGGGGGGG.
GGGGGGGGG.
..GGGGGGGG
.GGGGGGGGG
.GGGGGGGGG
GGGGGGGG..
GGGGGGGGG.
GGGGGGGGG.
GG.GGGGGGG
G..GGGGGGG
G.GGGGGGGG
GGGGGGG.GG
GGGGGGG..G
GGGGGGGG.G
GGGG..GGGG
GGGG..GGGG
GGGG.GGGGG
GGG...GGGG

TGM+ is a rising garbage mode, similar to Sega's Bloxeed. Players must dig through to survive as they progress through the 999 levels. This mode has speed timings similar to TGM. An internal counter is incremented every time a tetromino is locked down without clearing lines; once this counter reaches , a row of garbage rises from the floor of the playfield, and the counter resets.[d] The garbage follows the fixed pattern shown here, looping every 24 rows.

Unlike other modes, TGM+ has no grades, medals, or ranking. A credit roll is played upon reaching level 999, but similarly to TGM, it is not neccessary to survive the credit roll. After the credit roll, a message "Excellent!" is displayed.

Gravity is the same as Master mode, while speed timings are the same as Normal mode.

T.A. Death

In T.A. Death, gravity is fixed at 20G for the entirety of the game. Combined with increased speed timings, it is one of the most difficult modes to complete in the series.

A video originally titled "Death 800", features a player breaking level 800, went viral under the name "Tetris Japan Finals". This video created widespread knowledge of the game, and is responsible for introducing many of the first Western players to the series.[3]

Ranking

Only two grades are achievable: M and Gm. The conditions are:

  • The player must reach level 500 under (or equal to) 3:25:00, the M grade is given and the game will continue to 999.
  • Gm is awarded at 999 regardless of time or score. The game continues through the credits, with no effect when playing on or blocking out.

Because of a torikan, if the player reaches level 500 with a time greater than 3:25:00, the timer will stop and the credits will roll. The player is given an "Excellent!" but no grade.

Speed timings

Though Death mode has a fixed gravity of 20G, there are 4 other timings that shape the flow and speed of play.

Delays[c]
Level ARE
(frames)
Line ARE
(frames)
DAS
(frames)
Lock
(frames)
Line clear
(frames)
000 - 099 18 14 12 30 12
100 - 199 14 8 12 26 6
200 - 299 14 8 11 22 6
300 - 399 8 8 10 18 6
400 - 499 7 7 8 15 5
500 - 999 6 6 8 15 4

As a result of these timings, there is no time penalty for clearing singles instead of Tetrises from level 100–299. As these values decrease, the options for piece placement gradually reduce, becoming a subset of what was once possible in regular 20G.

Doubles

Doubles is a two-player cooperative mode that puts both players in one well that is 14 units wide instead of 10. In TAP, it is selectable from the menu. In The Grand Master 2, it was accessed by one player holding down the start button on their side while the other player pressed the other start button to join in. In TAP, one credit pays for both players.

Each player has a separate level counter and lines they clear are only added to their level. Both players must reach level 300 to complete the game. Like in Normal, there are no level stops at 99 or 199, but each player must clear a line to go from 299 to 300. Whichever player reaches 300 first enters the credit roll speed of 20G until the other player also reaches 300, at which point the timer stops and the credits start. It is quite difficult to survive for long in 20G with such a wide well, so winning requires a fine degree of coordination between the players so that they both clear a line to advance to 300 at nearly the same time. Also like Normal, the credit roll can be fast-forwarded by holding down Start, and surviving it does not matter; the score is awarded a green line regardless.

Doubles has some bugs regarding input handling which can result in one player's DAS being instantly charged or their inputs being ignored. These are not currently fully understood, but seem to have to do with inputs that occur on the same frame that one's partner clears a line. There is also odd-looking behavior which could be considered a bug when one player places a piece on top of the other player's piece which clears a line.

Speed timings

Internal Gravity
Level Internal Gravity
(1/256 G)
Level Internal Gravity
(1/256 G)
0 4 119 6
8 5 135 8
19 6 140 10
35 8 150 12
40 10 160 16
50 12 170 32
60 16 180 48
70 32 190 64
80 48 200 80
90 64 220 96
100 4 240 112
108 5 260 128
300 5120 (20G)

Versus

See also: Tetris The Grand Master#Vs. Mode
See also: TGM Versus Mode Guide

The versus mode in The Absolute works in a very much like its predecessor, The Grand Master. Each player plays in their own playfield. Clearing two or more lines will cause garbage lines to be sent to the bottom of their opponent's playfield. Unlike garbage in other Tetris games, the garbage holes correspond to the location of the line clearing piece. This means that the usual playing style of the series, of leaving a column down the right for Tetrises is not as beneficial, because if both players do it then any garbage sent will line up with the opponent's Tetris hole. Alternating sides, or using other pieces to clear lines will send garbage that is more difficult to the opponent to clear. Versus mode in Bloxeed and DuelTris worked similarly.

All of the four single player modes can be played in Versus mode, although a Normal mode game will be temporarily converted to Master for the duration of the match, signified by the playfield frame changing from grey stone to grey metal. Normal, Master and Death use their respective speed curves for each player. TGM+ mode has garbage rising automatically from the bottom, in the same way it does on single-player.

To start a versus match, either player picks a mode, and starts as if playing alone. When the second player pushes their respective start button (assuming there is a credit) 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. To prevent unwanted versus games, the first player can press their start button, which will cause "No more challenger" to display on the opposite field. Pressing the start button again cancels this effect. If a second player starts while "No more challenger" is displayed, then it will skip the challenge menu and go straight to the mode select.

For versus the default target level is 200, and time limit of 2:40:00. The target level can be changed in the game setup (in 100 level increments), with the time increasing or decreasing by 1:20:00 for every 100 levels. If a player tops out their field, then they lose. If neither player tops out their field in the allocated time limit, then the winner is the player with the highest level. If a player reaches the target level then the game ends and they are declared the winner. By default, the overall winner is the first player to win two games, but this can be changed in the game setup.

Items can be turned off by each player holding their respective start buttons as Versus mode is initiated. If A+B is also held down on both players, garbage is also turned off completely, activating what the game calls "Cement mode."

Items

Each player has a green bar to the side of their field. With each piece placement, this bar increases slightly. When the bar is filled, after placing 20 pieces, the next piece the player receives will be an item piece. The shape of the piece is retained, but the appearance of the individual composite blocks will be different, depending on the item. The piece is placed normally, and the item is used automatically when a line containing part of the item piece is cleared. Bloxeed was the inspiration for items,[citation needed] which many of the powerups, like the 16 ton weight, and delete even where the basis of items in The Absolute. Unlike Bloxeed, DuelTris, and Tetris DS, the entire piece counts as the item, instead of only one block of it.

Pieces are chosen using a bag system, with each item having their own weight. Items with a heavier weight are less likely to be chosen first, and is generally why "Dark" is the last item to be dealt in the bag. Once the bag is depleted, it is repeated a second time.

Most of the items from The Grand Master are reused. SPIN FIELD and PRESS FIELD were removed, and COLOR BLOCK, DARK BLOCK, and MIRROR BLOCK were added.

Attack items
DEATH BLOCK Makes the opponent's next block big.
NEGA FIELD Flip the playfield's occupied cells to empty, and empty cells to occupied.
180° FIELD Rotate the playfield upside down and move the newly rotated cells down.
SHOT GUN! Randomly shoot a group of holes in the opponent's stack.
HARD BLOCK The opponent's next piece must be cleared twice to be removed from the playfield.
LASER BLOCK Remove a column of holes in the opponent's stack. The attacker many move the laser by pressing left and right.
ROLL ROLL The opponent's next 3 pieces are auto rotating by a fixed interval.
TRANS FORM The opponent's next 3 pieces will change tetromino every time the piece is rotated.
X-RAY A partially invisible effect is applied to the opponent's stack for a short period.
COLOR BLOCK A partially invisible effect is applied to the opponent's stack for a very short period.
DARK BLOCK Stack becomes fully invisible for a medium period.
MIRROR BLOCK The opponent's stack is mirrored 3 times for each new piece, leaving it mirrored after the 3rd piece.
Defense items
↑ DEL FIELD Deletes the upper half of the player's playfield.
↓ DEL FIELD Deletes the lower half of the player's playfield.
→ MOV FIELD Push every cell in the player's playfield to the right.
← MOV FIELD Push every cell in the player's playfield to the left.
DEL EVEN Deletes every 2nd row in the player's playfield.
Special items
FREE FALL Forces all cells to move down in the player's playfield removing any holes.
EXCHG FIELD Swaps the player's and opponent's playfield.

Medal conditions

Medal conditions[4]
Medal Bronze Silver Gold
AC (All Clear) Complete 1 Bravo Complete 2 Bravos Complete 3 Bravos
RO (Rotation) Rotations/tetromino >= 6/5 from level 0 to 300[i] Rotations/tetromino >= 6/5 from level 300 to 700[i] Rotations/tetromino >= 6/5 from level 700 to 999[i]
ST (Section Time) Approach section time record (<10 seconds slower)[ii] Approach section time record (<5 seconds slower)[ii] Beat section time record[ii]
SK (Skill)
Master 10 Tetrises
Death 5 Tetrises
Big 1 Tetris
Master 20 Tetrises
Death 10 Tetrises
Big 2 Tetrises
Master 35 Tetrises
Death 17 Tetrises
Big 4 Tetrises
RE (Recovery) Perform 1 recovery[iii] Perform 2 recoveries[iii] Perform 4 recoveries[iii]
CO (Combo) Reach a combo of 4.
Big: Reach a combo of 2[iv]
Reach a combo of 5.
Big: Reach a combo of 3[iv]
Reach a combo of 7.
Big: Reach a combo of 4[iv]
  1. 1.0 1.1 1.2 For each medal's level range, up to 3,000 rotations are counted, with up to 4 rotations per placed tetromino counting towards the total for each medal.
  2. 2.0 2.1 2.2 Death ST records reset to the default 42 seconds every time the machine is switched on
  3. 3.0 3.1 3.2 Have 150 or more blocks in the playfield, then clear until <=70 blocks remain
  4. 4.0 4.1 4.2 Single line clears keep the current combo active, but do not add to it.

Scoring

Like TGM, points are only awarded when the player completes line clears. A bonus for using sonic drop is new to the scoring formula. The Absolute Plus also changes the scoring system, adding a reward for fast play among other changes. The formulas are:

TA:
TAP:

Where:

  • is the ceiling function (i.e. the contents are rounded up).
  • Level is the level just before the line clear.
  • Lines is the number of lines you just cleared.
  • Level After Clear is is the level just after the line clear. This is different from for edge cases like reaching 300 in Normal mode, 500 when being torikan-stopped in Death mode, and reaching 999 otherwise.
  • Soft is the cumulative number of frames during which Down was held during the piece's active time. Note that this means manually locking pieces already on the ground will increase the Soft value by 1.
  • Sonic is the number of rows covered by the single greatest sonic drop during the piece's active time. Note that this is non-cumulative.
  • If the previous piece cleared no lines, Combo is reset to 1. This calculation is done before the score calculation:
    Example: A double-triple-single combo will have combo values 3, 7, and 7 respectively.
  • Bravo is equal to 4 if this line clear resulted in a perfect clear, otherwise it is 1.
  • Speed can be no less than 0, and is otherwise equal to:
    where Lock Delay is the number of frames of lock delay given out for that particular level, and Active Time is the number of frames the piece was active (which is a minimum of 1).

Normal mode multiplies line clear scores by 6 and the player is given a time bonus of where Seconds is the clear time in seconds.

Development

Changes between TA and TAP

  • M-Roll conditions have been changed. Notably, the section time conditions have been altered and the required Tetrises per section have been increased for for the first 5 sections.
  • Two new modes have been added, TGM+ and T.A. Death.
  • Scoring formula has been changed, adding an extra term for the level after the line clear and another for placement speed.
  • The method for accessing Doubles has changed and it is selectable from the mode select screen.

Codes

Item mode

When selecting either Master or TGM+ mode, hold B and C, then press Start while "READY" is still on-screen. If the code was correctly entered, the "NEXT" text will pulsate when the game starts. This code causes item pieces to appear like in 2-player versus mode, except all effects from items are sent to yourself.

Title screen codes

The following codes should be entered on the title screen, and only take effect in Normal mode and Master mode. Using them disqualifies the score from appearing in the rankings.

Name Code Effect
20G Mode DDDDDDDDCBA Forces maximum gravity.
Big Mode LLLLDCBA Tetrominoes are twice their normal size, simulating a 10 × 5 well.
TLS Mode ABCCBAACB The ghost piece always appears throughout the game.
Key: L = Left, D = Down, U = Up, R = Right

Arcade Archives version

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

The Arcade Archives version released for the Nintendo Switch and PS4 features new modes and online leaderboards.

Emulation

The tables below provide verified lists of archives and files to make sure that Tetris the Absolute the Grand Master 2 and/or Tetris the Absolute the Grand Master 2 Plus can be emulated properly. There aren't any guides, at this point, for dumping these required files from the PCBs; but these files can be searched out on the Internet.

Downloadable Archives
Archive MD5 Hash
tgm2.zip b05e0334f9bfdc70ddb67ab298682ce1
tgm2p.zip e7d45937e7e39a62ed9d927a43c9f623
Required TGM2 Files
File MD5 Hash
1.u22 2e5b07573c26d7848b7bc4090a101dc8
2.u21 a046a504b60d73b177875007b9dc1196
81ts_3l.u6 692775964ab65326a59faff93b4fd3b5
82ts_3h.u14 e525a5bdc61fba20d5ba8cb98da76ab8
83ts_4l.u7 d6e125cb3a78328e4e44734b5d94e7a6
84ts_4h.u15 bd954b63ed5f753b05d6fba446a76b56
85ts_5l.u8 4de3657e0a84c47c4eff2858fe9c4284
86ts_5h.u16 428c2b080db0e9de297a16afe353f95e
87ts_6l.u1 a612c22bff929667e771f30d290c9ec6
88ts_6h.u2 7a95be9538c8ab68cec8a181d43a0541
89ts_7l.u19 e723da63f626cb010cf4e7354ee04d6f
90ts_7h.u20 eed4787610e2c765d386c6cedff9029c
91ts_8l.u28 d9e0dcb0c43c585ed11b06bc2f62ba8f
92ts_8h.u29 a440108aa574ae68eaef865001a6a3a3
93ts_9l.u41 24db7b6b6329ed26e697ac188a84c8c6
94ts_9h.u42 74f5501b8cc62a1332280a30946ee23b
95ts_10l.u58 56a384d97e88bafb38033e9d1b798ec4
96ts_10h.u59 a678c8ede77f2eed977902397238b720
97ts_snd.u52 a3ca101d1535df544ced5eeb63fd1c45
tgm2.default.nv 9b96866fb3f5581548be9ec9f8b1fb13
Required TGM2P Files
File MD5 Hash
1b.u22 b4d96efe098365cd9edc616377d18dae
2b.u21 a32329eb82a7a64747b2b7b9cdf5a570
81ts_3l.u6 692775964ab65326a59faff93b4fd3b5
82ts_3h.u14 e525a5bdc61fba20d5ba8cb98da76ab8
83ts_4l.u7 d6e125cb3a78328e4e44734b5d94e7a6
84ts_4h.u15 bd954b63ed5f753b05d6fba446a76b56
85ts_5l.u8 4de3657e0a84c47c4eff2858fe9c4284
86ts_5h.u16 428c2b080db0e9de297a16afe353f95e
87ts_6l.u1 a612c22bff929667e771f30d290c9ec6
88ts_6h.u2 7a95be9538c8ab68cec8a181d43a0541
89ts_7l.u19 e723da63f626cb010cf4e7354ee04d6f
90ts_7h.u20 eed4787610e2c765d386c6cedff9029c
91ts_8l.u28 d9e0dcb0c43c585ed11b06bc2f62ba8f
92ts_8h.u29 a440108aa574ae68eaef865001a6a3a3
93ts_9l.u41 24db7b6b6329ed26e697ac188a84c8c6
94ts_9h.u42 74f5501b8cc62a1332280a30946ee23b
95ts_10l.u58 56a384d97e88bafb38033e9d1b798ec4
96ts_10h.u59 a678c8ede77f2eed977902397238b720
97ts_snd.u52 a3ca101d1535df544ced5eeb63fd1c45
tgm2p.default.nv 13ab7213275b3ba66d377e901e3f6b7a

The current version of MAME is capable of running Tetris The Absolute The Grand Master 2 and Tetris The Absolute The Grand Master 2 Plus. MAME can either be run as a standalone program on Windows or the Macintosh, or as a core through other Emulator frontends such as RetroArch or OpenEmu (Experimental).

Physical scans

Psikyo SH-2, JP
PCB, 310×230×33 mm

See also

Notes

  1. Japanese: Tetorisu Ji Abusoryūto Za Gurandomasutā 2
  2. RAM Locations:
    • 06064BF1: Current internal speed value (16-bit)
    • 06064BE0: Current Lock Delay value
    • 06064BE1: DAS counter
  3. 3.0 3.1 3.2 The following timing values are adjusted to what a player would observe, including inclusive DAS counting (internally DAS delay is counted exclusively and ARE excludes lock flash and the last frame).
  4. RAM Locations:
    • 06064C30: Number of tetrominoes played without line clears
    • 06064C31: Position in garbage sequence

References

  1. "Switch/ PS 4 `akeaka tetorisu ji abusoryūto za gurandomasutā 2 PLUS', 6 tsuki 1-nichi ni haishin. 2000-Nen ni hatsubai sa reta ochimonopazuru gēmu" [Switch / PS4 "Akea Aka Tetris The Absolute The Grandmaster 2 PLUS", delivered on June 1st. A falling object puzzle game released in 2000]. 4Gamer. 2023-05-22. Archived from the original on 2023-05-22. Retrieved 2023-05-22.
  2. http://www.tetrisconcept.com/forum/viewtopic.php?p=11130#11130
  3. http://youtube.com/watch?v=J_YqwAzbWRE
  4. http://www.tetrisconcept.com/forum/viewtopic.php?t=624

External links