TGM legend: Difference between revisions
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[[Image:Red_Blue_Pills.jpg|left|frame| Choose your fate...]]<br><br><br><br><br><br><br><br><br><br> | [[Image:Red_Blue_Pills.jpg|left|frame| Choose your fate...]]<br><br><br><br><br><br><br><br><br><br> | ||
==Standard and usual acronyms [[Image:50%.png]]== | ==<span id="Acronyms"> Standard and usual acronyms </span>[[Image:50%.png]]== | ||
* <tt>TGM :</tt> Tetris The Grand Master (is often used to refer to the serie in general). | * <tt>TGM :</tt> Tetris The Grand Master (is often used to refer to the serie in general). | ||
* <tt>TAP :</tt> Tetris The Absolute Grand Master 2 +. | * <tt>TAP :</tt> Tetris The Absolute Grand Master 2 +. | ||
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There is a lot of appelation standard on Tetris Games and TGM have interesting specification. To avoid confusion we list here the basic.<br><br> | There is a lot of appelation standard on Tetris Games and TGM have interesting specification. To avoid confusion we list here the basic.<br><br> | ||
==== Block [[Image:25%.png]]==== | ==== <span id="Block">Block </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
The Block is a single square grid cell.<br><br> | The Block is a single square grid cell.<br><br> | ||
==== Tetra/Tetramino/piece [[Image:75%.png]]==== | ==== <span id="Tetra">Tetra/Tetramino/piece </span>[[Image:75%.png]]==== | ||
---- | ---- | ||
In Japanese or even in general common usage, the word "block" can refer to both Tetra piece or single grid cell. Another annoying fact, is that there is several syntaxe for the same word : | In Japanese or even in general common usage, the word "block" can refer to both Tetra piece or single grid cell. Another annoying fact, is that there is several syntaxe for the same word : | ||
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[[Image:TGM Legend tetriminos.png|left|464px|thumb|I, L, J, S, Z, T and O Tetra from the ARS.]][[Image:TGM_Legend_Tetra_SRS.png|left|464px|thumb|I, L, J, S, Z, T and O Tetra from the SRS.]]<br><br><br><br><br><br><br> | [[Image:TGM Legend tetriminos.png|left|464px|thumb|I, L, J, S, Z, T and O Tetra from the ARS.]][[Image:TGM_Legend_Tetra_SRS.png|left|464px|thumb|I, L, J, S, Z, T and O Tetra from the SRS.]]<br><br><br><br><br><br><br> | ||
==== Tetrion [[Image:25%.png]]==== | ==== <span id="Tetrion">Tetrion </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
Sometimes called the "outfit Frame" or more simply the "box that surround the game". Certainly you have never hear about this word but this is the official designation from TTC. You will also never use it but i just mension it for avoiding confusion between game part description and for example, the next definition. | Sometimes called the "outfit Frame" or more simply the "box that surround the game". Certainly you have never hear about this word but this is the official designation from TTC. You will also never use it but i just mension it for avoiding confusion between game part description and for example, the next definition. | ||
[[Image:TGM_Tetrion_1.png|left|frame|TAP Easy]][[Image:TGM_Tetrion_2.png|left|frame|TAP Master]][[Image:TGM_Tetrion_3.png|left|frame|TAP Death]][[Image:TGM_Tetrion_4.png|left|frame|TAP TGM+]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br> | [[Image:TGM_Tetrion_1.png|left|frame|TAP Easy]][[Image:TGM_Tetrion_2.png|left|frame|TAP Master]][[Image:TGM_Tetrion_3.png|left|frame|TAP Death]][[Image:TGM_Tetrion_4.png|left|frame|TAP TGM+]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br> | ||
==== PlayField [[Image:25%.png]]==== | ==== <span id="Playfield">PlayField </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
The playfield is surrounded by the tetrion. The standard size is fixed to a grid of 10 blocks length and 20 blocks height. | The playfield is surrounded by the tetrion. The standard size is fixed to a grid of 10 blocks length and 20 blocks height. | ||
[[Image:TGM_Legend_Playfield.png|left|frame|Filling blocks example]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br> | [[Image:TGM_Legend_Playfield.png|left|frame|Filling blocks example]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br> | ||
==== Stack [[Image:25%.png]]==== | ==== <span id="Stack">Stack </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
Stack definition. | Stack definition. | ||
==== StackFall [[Image:25%.png]]==== | ==== <span id="StackFall">StackFall </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
StackFall definition. | StackFall definition. | ||
==== Row [[Image:25%.png]]==== | ==== <span id="Row">Row </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
Row definition. | Row definition. | ||
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==== Tetris [[Image:25%.png]]==== | ==== <span id="Tetris">Tetris </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
Tetris definition. | Tetris definition. | ||
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==== Combo [[Image:25%.png]]==== | ==== <span id="Combo">Combo </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
Combo definition. | Combo definition. | ||
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==== Bravo [[Image:25%.png]]==== | ==== <span id="Bravo">Bravo </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
Bravo definition. | Bravo definition. | ||
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==== Frame [[Image:25%.png]]==== | ==== <span id="Frame">Frame </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
Frame definition. | Frame definition. | ||
==== Step [[Image:25%.png]]==== | ==== <span id="Step">Step </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
Step definition. | Step definition. | ||
==== Move/shift [[Image:25%.png]]==== | ==== <span id="Shift">Move/shift </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
Move definition. | Move definition. | ||
==== Rotation [[Image:25%.png]]==== | ==== <span id="Rotation">Rotation </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
Rotation definition. | Rotation definition. | ||
==== Delayed Auto Shift (DAS) [[Image:25%.png]]==== | ==== <span id="DAS">Delayed Auto Shift (DAS) </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
DAS definition. | DAS definition. | ||
[[Image:TGM_Legend_DAS_1.gif|left|frame|...]][[Image:TGM_Legend_DAS_2.gif|left|frame|...]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br> | [[Image:TGM_Legend_DAS_1.gif|left|frame|...]][[Image:TGM_Legend_DAS_2.gif|left|frame|...]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br> | ||
==== Gravity Unit (G)[[Image:25%.png]]==== | ==== <span id="Gravity">Gravity Unit (G)</span>[[Image:25%.png]]==== | ||
---- | ---- | ||
Gravity definition. | Gravity definition. | ||
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[[Image:TGM legend 0.0156G.gif|left|frame|0.0156G]][[Image:TGM legend 1G.gif|left|frame|1G]][[Image:TGM Legend 5G.gif|left|frame|5G]][[Image:TGM Legend 20G.gif|left|frame|20G]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br> | [[Image:TGM legend 0.0156G.gif|left|frame|0.0156G]][[Image:TGM legend 1G.gif|left|frame|1G]][[Image:TGM Legend 5G.gif|left|frame|5G]][[Image:TGM Legend 20G.gif|left|frame|20G]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br> | ||
==== Drop [[Image:25%.png]]==== | ==== <span id="Drop">Drop [[Image:25%.png]]==== | ||
---- | ---- | ||
Drop definition. | Drop definition. | ||
==== Sonic Drop [[Image:25%.png]]==== | ==== <span id="Sonic_Drop">Sonic Drop </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
Sonic Drop definition. | Sonic Drop definition. | ||
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==== lock Delay [[Image:25%.png]]==== | ==== <span id="Lock_Delay">lock Delay </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
Lock Delay definition. | Lock Delay definition. | ||
[[Image:TGM_Legend_Lock_Delay_1.gif|left|frame|...]][[Image:TGM_Legend_Lock_Delay_2.gif|left|frame|...]][[Image:TGM_Legend_Lock_Delay_3.gif|left|frame|...]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br> | [[Image:TGM_Legend_Lock_Delay_1.gif|left|frame|...]][[Image:TGM_Legend_Lock_Delay_2.gif|left|frame|...]][[Image:TGM_Legend_Lock_Delay_3.gif|left|frame|...]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br> | ||
==== Initial Rotating System (IRS) [[Image:25%.png]]==== | ==== <span id="IRS">Initial Rotating System (IRS) </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
IRS definition. | IRS definition. | ||
[[Image:TGM_Legend_IRS.gif|left|frame|...]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br> | [[Image:TGM_Legend_IRS.gif|left|frame|...]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br> | ||
==== Temporary Landing System (TLS) [[Image:25%.png]]==== | ==== <span id="TLS">Temporary Landing System (TLS) </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
TLS definition. | TLS definition. | ||
[[Image:TGM_Legend_TLS.gif|left|frame|...]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br> | [[Image:TGM_Legend_TLS.gif|left|frame|...]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br> | ||
==== Level [[Image:25%.png]]==== | ==== <span id="Level">Level </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
Level definition. | Level definition. | ||
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==== | ==== <span id="Level_Step">Level Step </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
LevelStep definition. | LevelStep definition. | ||
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==== Grade Recognition System (GRS) [[Image:25%.png]]==== | ==== <span id="GRS">Grade Recognition System (GRS) </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
GRS definition. | GRS definition. | ||
==== WallKick [[Image:25%.png]]==== | ==== <span id="WallKick">WallKick </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
WallKick definition. | WallKick definition. | ||
==== Synchro [[Image:25%.png]]==== | ==== <span id="Synchro">Synchro </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
Synchro definition. | Synchro definition. | ||
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==== Super Rotating System (SRS) [[Image:25%.png]]==== | ==== <span id="SRS">Super Rotating System (SRS) </span>[[Image:25%.png]]==== | ||
---- | ---- | ||
SRS definition. | SRS definition. | ||
== ARE [[Image:75%.png]]== | == <span id="ARE">ARE </span>[[Image:75%.png]]== | ||
''ARE'' is the period of time between the lockdown of the previous piece and the appearance of the next piece. Depending on the level, the amount of ARE may shorten.<br><br> | ''ARE'' is the period of time between the lockdown of the previous piece and the appearance of the next piece. Depending on the level, the amount of ARE may shorten.<br><br> | ||
Revision as of 11:07, 18 April 2006
Wiki Animated Gif Template File:25%.png
To give you a quick and Easy way to understand the behavior of TGM, an application have been developed by Jagorochi for fast and easy production of animated gif. The output animation can really look's like the original game, but due to the TTC agressive copyright policies we are not using original game graphics, but a standardized set instead.
Also we notice that there is some "display and animation timing problem" with Internet Explorer, so we encourage you to migrate to a more reliable solution like Firefoxfor example.
There is several Rotation System in TGM, and since we can't produce animated gif for all Systems, by default the template will use the ARS, except in particulars cases.
Standard and usual acronyms File:50%.png
- TGM : Tetris The Grand Master (is often used to refer to the serie in general).
- TAP : Tetris The Absolute Grand Master 2 +.
- Ti : Tetris The Grand Master 3 Terror Instinct.
- ARS : Arika Rotation System.
- SRS : Super Rotation System.
- IRS : Initial Rotating System.
- IHS : Initial Holding System.
- GRS : Grade Recognition System.
- TLS : Temporary Landing System.
- AT : Active Tetra.
- NT : Next Tetra.
- TTC : The Tetris Company.
- BPS : Bullet Proof Software / Blue Planet Software (right ?).
Basic Terms File:25%.png
There is a lot of appelation standard on Tetris Games and TGM have interesting specification. To avoid confusion we list here the basic.
Block File:25%.png
The Block is a single square grid cell.
Tetra/Tetramino/piece File:75%.png
In Japanese or even in general common usage, the word "block" can refer to both Tetra piece or single grid cell. Another annoying fact, is that there is several syntaxe for the same word :
- Tetramino (TTC term)
- Tetromino (mathematical term)
- Tetrimino
To avoid confusion we will always use the short word Tetra from Greek witch mean "four".
4 blocks arranged into a shape give the tetra. There is 7 differents tetra, each one with a specific color. TGM inherits its piece colors and rotation rules from Sega's 1988 arcade version of Tetris. But with the release of Ti and ACE, SRS has been added, witch mean different initial orientation and block color shape. To avoid confusion we are always refering to them by a single letter instead of color :
Tetrion File:25%.png
Sometimes called the "outfit Frame" or more simply the "box that surround the game". Certainly you have never hear about this word but this is the official designation from TTC. You will also never use it but i just mension it for avoiding confusion between game part description and for example, the next definition.
PlayField File:25%.png
The playfield is surrounded by the tetrion. The standard size is fixed to a grid of 10 blocks length and 20 blocks height.
Stack File:25%.png
Stack definition.
StackFall File:25%.png
StackFall definition.
Row File:25%.png
Row definition. do we add entry for double and triple ?
Tetris File:25%.png
Tetris definition. To erase 4 lines.
Combo File:25%.png
Combo definition. To erase 2 or more lines continuously. To erase 1 line is allowed to continue Combo, but it's not counted.
Bravo File:25%.png
Bravo definition. To clear the field. a.k.a. All clear.
Frame File:25%.png
Frame definition.
Step File:25%.png
Step definition.
Move/shift File:25%.png
Move definition.
Rotation File:25%.png
Rotation definition.
Delayed Auto Shift (DAS) File:25%.png
DAS definition.
Gravity Unit (G)File:25%.png
Gravity definition.
it shows [drop lines / frame]. TGM field's height is 20, so max is 20G.
Drop File:25%.png
Drop definition.
Sonic Drop File:25%.png
Sonic Drop definition. force landing a current block.
lock Delay File:25%.png
Lock Delay definition.
Initial Rotating System (IRS) File:25%.png
IRS definition.
Temporary Landing System (TLS) File:25%.png
TLS definition.
Level File:25%.png
Level definition. it shows game progress state. Level = Number of appeared Blocks + Number of erased Lines.
Level Step File:25%.png
LevelStep definition. Normally the level increases by a block appearing, but if the level is x99(like 099, 199, ...) then we can increase Level only to erase lines.
Grade Recognition System (GRS) File:25%.png
GRS definition.
WallKick File:25%.png
WallKick definition.
Synchro File:25%.png
Synchro definition.
Arika Rotating System (ARS) File:25%.png
ARS definition.
Super Rotating System (SRS) File:25%.png
SRS definition.
ARE File:75%.png
ARE is the period of time between the lockdown of the previous piece and the appearance of the next piece. Depending on the level, the amount of ARE may shorten.
During ARE
During ARE, the player must wait for the next piece to appear, and cannot actively cause anything to happen. However, ARE serves as a time for the player to input DAS, IRS and IHS actions which will be processed in the moment ARE finishes and the next piece appears.
Word Origin
ARE is a word of Japanese origin, and though it looks like an acronym, it does not stand for anything. It derives from the Japanese word, "あれ (are)," pronounced "a ray" quickly. The word "あれ" is a demonstrative pronoun, literally translating to "it" or "that". Japanese players originally referred to this in-between time using the word "あれ" as there was no good word to describe it. The capital letter alphabet form "ARE" (pronounced ay arr ee) became popular when someone wrote it in that form, possibly owing to its cooler, acronym-like look.
The Existence and Lack of ARE
ARE is a vital gameplay factor in TGM, as its existence allows for many systems like 20G, DAS, IRS and IHS to exist. They do not exist, however, in popular American versions such as Tetrinet and most Tetris Worlds-compliant games. It is debated whether the lack of ARE is a requirement in the World guidelines or not; TGM3 (Ti) and TGMA in particular, do have ARE even though they seem to follow the guidelines.