Tetris The Grand Master (series): Difference between revisions
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=Hello 2ch! We love you!!!= | |||
==even though we can't read you... orz== | |||
== == | |||
==TGM pages needs == | ==TGM pages needs == | ||
Compile data and order them in a logical menu | Compile data and order them in a logical menu |
Revision as of 06:47, 14 April 2006
Hello 2ch! We love you!!!
even though we can't read you... orz
TGM pages needs
Compile data and order them in a logical menu
Terms/Legend
compile data like this page : the-shell.net TGM legend
- TGM : Tetris The Grand Master (Arcade Japan Exclusive)
- TAP : Tetris the Absolute "The Grand Master2" Plus (Arcade Japan Exclusive)
- Ti : Tetris The Grand Master 3 Terror Instinct (Arcade Japan Exclusive)
- ACE : Tetris The Grand Master ACE : (XBOX 360 Japan Exclusive)
- Tetrion
- Tetromino (piece)
- Block
- Step
- Stack
- Row
- Tetris : To erase 4 line
- Combo : To erase 2 or more lines continuously. To erase 1 line is allowed to continue Combo, but it's not counted.
- Bravo : To clear the field. a.k.a. All clear.
- Frame
- Shift/move
- rotation
- Delayed Auto Shift (DAS)
- Drop
- Sonic Drop : force landing a current block.
- Gravity (G) : it shows [drop lines / frame]. TGM field's height is 20, so max is 20G.
- 20G : maximum drop speed. Then block appear in landing state.
- Lock Delay
- Initial Rotating System (IRS)
- Temporary Landing System (TLS)
- Level : it shows game progress state. Level = Number of appeared Blocks + Number of erased Lines.
- LevelStep : 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)
- ARE
Game mode Achievment
Rotation system
ok you certainly know the basics, but certainly it's not sufficient if you want to become a Gm Class player.
I'm a Japanese TGM player. Although I'm not a Gm Class player, I write some articles. So there are not certainly. And I hope that you could understand my poor English...
Rotation system is based on Tetris (Sega). So there are many differences from the "World Rule" of The Tetris Company. I write about "Tetris the Grand Master". It is an origin of "Tetris The Grand Master Series".
Attension: Block means tetromino.
Basic block control flow
- Check the Initial Rotation
- A new block appears
- loop until a block locked.
- Check a block actions. (Actions effect following the below sequence in a frame.)
- Rotation
- Horizonal Move
- Vertical Drop
- Check to lock a block
- Check a block actions. (Actions effect following the below sequence in a frame.)
Rotation Rules
Block color is differece, too.
I | O | T | S | Z | J | L |
---|---|---|---|---|---|---|
Red | Yellow | Cyan | Purple | Green | Blue | Orange |
Please see 'cource on TGM' to the details. http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm (Japanese, but includes animation GIFs.)
Parameters
On TGM, the difficulty is decided by only 4 parameters. The names are unofficial ones. And I cannot transrate them well.
Name | Description |
---|---|
Syutugen Jikan (Appearance Delay?) | The frames between a last block locked to a new block appears. Is this called for 'ARE'? while this time, players can input actions for shift / IRS. |
Yokotame Jikan (Delayed Auto Shift Delay?) | The frames to delayed auto shift. If I keep to press the left or right while the specification frames, horizonal movement is faster to 1 row per frame. |
Seccyaku / Kotei Jikan (Lock Delay?) | The frames to lock until a block landed on. If the block's top is changed, this counter is reset to 0. |
Syoukyo Jikan (Erase Delay?) | The animation frames to erase lines. while this time, players can input actions for shift / IRS. |
Time Attack
stuff that you MUST learn.
20G build
see http://www13.plala.or.jp/TETRiS_TGM/kouza/5.htm, http://www13.plala.or.jp/TETRiS_TGM/kouza/6.htm, http://www13.plala.or.jp/TETRiS_TGM/kouza/7.htm
blinded challenge
see bottom of http://www13.plala.or.jp/TETRiS_TGM/kouza/16.htm
Wall Kick Analysis
see http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm, http://www13.plala.or.jp/TETRiS_TGM/kouza/8.htm
Synchro Analysis
see middle of http://www13.plala.or.jp/TETRiS_TGM/kouza/7.htm
In a frame, actions effect in order 'Rotation -> Move -> Drop'.
If player rotate without DAS to left
- Rotate Block
- No Move
- Drop Block
If player rotate with DAS to left
- Rotate Block
- Move Left Block
- Drop Block
And more advanced technics descripted in http://www13.plala.or.jp/TETRiS_TGM/kouza/12.htm
miscanellous Tips
- 4 directionnal Arcade Stick limitation need
Temp Idea data
- Japanese/French support