Tetris The Grand Master (series): Difference between revisions
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==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 08:58, 15 April 2006
TGM pages needs
Compile data and order them in a logical menu
Terms/Legend
please follow the dedicated page for the TGM legend
see also ARE (should find a better place for this definition)
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".
Attention: Block means tetromino.
Re above section: This is one part where the usage of the word is different between Japanese and English. In Japanese, the word "block" can refer to a tetromino piece or a single grid cell; However, in English, the word "block" is used to refer to a grid cell while the word "piece" is used to refer to a tetromino piece. As this document is in English, the writer of this section proposes that we follow the English usage in this wiki.
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 and Piece Colors
TGM inherits its piece colors and rotation rules from Sega's 1988 arcade version of Tetris. It expands upon Sega's rotation rules by including compensations, allowing pieces to rotate in tight spots.
I | O | T | S | Z | J | L |
---|---|---|---|---|---|---|
Red | Yellow | Cyan | Purple | Green | Blue | Orange |
Please see 'course on TGM' for details. http://www13.plala.or.jp/TETRiS_TGM/kouza/1.htm (Japanese, but includes animation GIFs.)
Parameters
The speed of gameplay in TGM is basically determined by the following 4 parameters. The names given here are unofficial, as no official names are known.
Name | Description |
---|---|
Appearance Delay (出現時間 - shutsugen jikan, ARE) | The frames between a last block locked to a new block appears. Is this called for 'ARE'? while this time, players can input actions for shift / IRS. |
Delayed Auto Shift Delay (横溜め時間 - yokotame jikan) | The frames to delayed auto shift. If I keep to press the left or right while the specification frames, horizonal movement is faster to 1 row per frame. |
Lock Delay (接着時間/固定時間 - setchaku jikan or kotei jikan) | The number of frames until a piece locks down and is no longer movable. If the altitude of the piece changes, the lock delay countdown will be reset. |
Line Clear Delay (消去時間 - shoukyo jikan) | The animation frames of line-clearing animations. during this time, the game accepts input for DAS / IRS / IHS. |
Time Attack
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 :
- http://www13.plala.or.jp/TETRiS_TGM/kouza/16.htm (bottom page)
Wall Kick Analysis
see :
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