Tetris The Grand Master (series): Difference between revisions

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stuff that you MUST learn.
stuff that you MUST learn.
=== 20G build ===
=== 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
see : <br>
* http://www13.plala.or.jp/TETRiS_TGM/kouza/5.htm<br>
* http://www13.plala.or.jp/TETRiS_TGM/kouza/6.htm<br>
* http://www13.plala.or.jp/TETRiS_TGM/kouza/7.htm<br>


=== blinded challenge ===
=== blinded challenge ===

Revision as of 07:36, 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

  1. Check the Initial Rotation
  2. A new block appears
  3. loop until a block locked.
    1. Check a block actions. (Actions effect following the below sequence in a frame.)
      1. Rotation
      2. Horizonal Move
      3. Vertical Drop
    2. Check to lock a block

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 :

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

  1. Rotate Block
  2. No Move
  3. Drop Block

If player rotate with DAS to left

  1. Rotate Block
  2. Move Left Block
  3. 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