TGM Versus Mode Guide
History
Ichiro Mihara was first inspired to create a Tetris game after watching a Japanese game show where contestants would compete in Tetris. The versus mechanics of the game used by the show did not look very interesting and he thought he could do much better. After Arika developed a prototype and shared it with the show's producers, they flatly rejected it on the grounds that "it was too complicated, Tetris should be an elegant and approachable game." This feedback then inspired Mihara to instead develop the streamlined and elegant TGM series. While the original prototype versus game has never been shared publically, the core ideas were reused for the TGM series' versus mode. Because of this unique heritage, TGM has a rich and exciting (if complicated) versus system despite primarily being a simple and polished single player game.
Overview
The biggest distinguishing feature is the 100% deterministic tactical garbage system, which gives players full control over what garbage is sent to their opponent. Players receive identical piece sequences using the TGM randomizer, further reducing random factors.
It also features a large number of items, which come in attack, defense, and neutral varieties. In addition to item effects, attack items will also destroy an opponent's active piece, allowing deliberate piece sniping as a mechanic. The items, often criticized by new players as being overpowered and unfair, have a surprising amount of depth to them and their impact can be mitigated or amplified in the hands of an experienced player. While they do introduce a degree of randomness, there is a system to the randomness that makes it is more balanced than it may at first seem.
The pace of matches is slower than many popular versus Tetris games, due to ARE and a long line clear delay. Despite this, popular modes with 20G such as T.A. Death and Shirase are so difficult that players are at risk damaging their board just as much as their opponent is.
These elements combine to place a focus on dynamic interactions between players rather than a tug of war over raw speed. Screen reading is required for high level play, with important examples including:
- sniping a valuable piece or item block
- reading which columns your opponent is vulnerable to garbage in
- reading where your opponent is about to send you garbage so you can keep those columns stacked low
- timing item activation for maximum effect
- stacking in a way minimizes the damage your opponent's item will cause
In order to keep games relatively short, there is a time limit of 2 minutes and 40 seconds per round as well as a level limit of 200. Most rounds end in a player dying, though reaching the level cap first will also secure a victory. If the time runs out, the win goes to the player with the highest level count. In the unlikely event of simultaneous death, simultaneously hitting the level cap, or having tied levels when time runs out, the round will end in a draw which is effectively treated like a win for both players giving them each a point for the round. The winner of a set is the first to win 2 rounds. In the unlikely event that a draw awards the winning point to both players, the defending player (the one who was playing a credit before a challenger came) will be declared the winner. The time limit/level cap and number of rounds may be modified in the service menu.
Tactical Garbage
Mechanics
Singles send no garbage. Everything else sends 100% deterministic garbage following simple rules: Take the line clear, erase the clearing piece, and send it vertically flipped to your opponent (compare Bloxeed which is similar but does not flip the garbage hole). To illustrate this, see how the line clears (left) create the final garbage pattern (right):
Note that if your line clear results in a perfect clear, you will double your attack power by sending the same garbage pattern to your opponent twice. Since TGM does not use the 7-bags randomizer, perfect clear openers aren't a viable tactic and in general perfect clears almost never happen.
There is a limit to how much garbage can be queued up to attack our opponent. The first 8 lines will be sent, and anything beyond that will do nothing. This is extremely unlikely to occur unless your opponent is stalling at low gravity, or you do something ridiculous like combo into a Tetris perfect clear.
Mix Ups
There is no specific bonus for a Tetris or T-spin. They are all equally efficient in terms of sending garbage lines. Despite the slow line clear animation, it is generally favorable to clear doubles, while mixing up the columns as much as possible. The extra inconvenience to your opponent in downstacking more than makes up for the line clear animations you suffer. The reason doubles are preferred over other line clears is that you can do more mix ups per unit of material on the screen. Given 6 lines of material, 3 doubles can mix up over 3 different locations whereas 2 triples can only mix up over 2 locations.
Consider the trivial hole from a Tetris:
Now compare it to the damage dealt by 2 skim doubles:
The above illustrates the effect of a small mix up, spread over 3 nearby columns. More generally, if you can clear doubles in a faraway column, it will be even more powerful. It's worth making an effort to spread your doubles around as long as you don't sacrifice your board stability or too much speed. Mix ups are extremely improvisational, an intuitive sense for the opportunities is more effective than memorizing setups.
Tier List
The different possible clears and their corresponding garbage patterns have emergent value depending on their mix up potential and how annoying they are to deal with. Other factors like line clear delay or damage spiking are less important.
S Tier
Note that while a T-spin is perfectly fine for this, it is not required. Simple T-doubles are just as effective.
Being a double, it has great mix up potential. It is also powerful because the convex hole shape forces your opponent into a compromising situation. They will have to stack up around it to avoid singles and maintain garbage efficiency. If their stack is not stable enough for this, which is more likely given that they must be careful about overstacking in 3 columns, then they will be forced to take a single. Whether an opponent takes a single or stacks up for a better clear, either way you have a momentary relief from their garbage attacks.
A Tier
This garbage has most of the advantages of the T-double, which is a convex hole shape and mix up potential. The drawback is that now your opponent only has to worry about overstacking in 2 columns.
B Tier
This garbage has most of the advantages of A-tier, but as a triple there is less opportunity for mix ups. Also, your opponent can clear a double without overstacking, so they have more options to maintain their garbage efficiency while downstacking through it.
C Tier
This garbage has the mix up potential of doubles, which is nice. While this is a convex hole shape, that doesn't help here since it's possible to clear it (while maintaining garbage efficiency) without stacking up using wallkicks. This garbage is therefore more easily counterable than than B tier. If you do need to stack up, L and J kicks mean you only need to avoid stacking in 2 columns.
D Tier
These holes are concave and therefore very easy to deal with. Their only saving grace is that they force your opponent to avoid overstacking in 3 columns.
E Tier
These concave holes are also easily cleared, but this time they only need your opponent to be mindful of overstacking in 1-2 columns. This garbage is best used as part of a mix up. Situationally, the O double can be decent in openers to neuter your opponent's Tetris hole. However, good opponents will not go for a Tetris opening making the counter useless.
F Tier
Unless you're clearing these to counter garbage that your opponent has sent you, these are clears you want to avoid at all costs. They are easily countered. If they have any place at all, it is to apply pressure to an opponent who has so much other garbage that they are unlikely to ever open this hole.
Item System
At the start of each round you begin with an empty item meter in the center of the screen. With each piece that spawns on your screen, the meter will charge up slightly. After 20 pieces, the meter will be fully charged and the 21st piece will be a randomly selected item. Clearing a line which contains an item piece will activate the item's ability. The game will continue to cycle like this, 20 non-item pieces followed by an item piece, until the round ends. Note, however, that while you are attacking your opponent with an attack item, none of your piece spawns with charge your meter until the attack is completed.
Both players start each round with their own bag containing one of each item. Items are randomly drawn (according to their probability weighting) without replacement. On default settings with a level cap of 200 a player will empty less than half of their item bag, making some items extremely rarely seen. Before any items are dealt, the sum of the weights of the bag add up to 1970. So the probability of getting a Color Block as your first item is 250/1970, whereas getting a Nega Field is 250 times rarer. As the bag gets emptied of heavily weighted items, rare items become more probable. Most matches will open with relatively benign items, ramping up slowly with defense items more common in the mid game, and with the most overpowered items only making an appearance near the end of the 200 levels if at all.
Item Name | Type | Counterable? | Weight | Initial Probability |
---|---|---|---|---|
Color Block | Attack | 250 | 12.7% | |
Laser | Attack | 250 | 12.7% | |
Transform | Attack | Yes | 250 | 12.7% |
↑ Del Field | Defense | 250 | 12.7% | |
Del Even | Defense | 150 | 7.6% | |
Mirror Block | Attack | Yes | 150 | 7.6% |
Roll Roll | Attack | 150 | 7.6% | |
X-Ray | Attack | 150 | 7.6% | |
180° Field | Attack | Yes | 100 | 5.1% |
↓ Del Field | Defense | 100 | 5.1% | |
Death Block | Attack | 50 | 2.5% | |
Hard Block | Attack | 50 | 2.5% | |
→ Mov Field | Defense | 50 | 2.5% | |
Dark Block | Attack | 5 | 0.3% | |
Shotgun! | Attack | 5 | 0.3% | |
Exchg Field | Neutral | Yes | 3 | 0.2% |
Freefall | Neutral | 3 | 0.2% | |
← Mov Field | Defense | 3 | 0.2% | |
Nega Field | Attack | 1 | <0.1% |
If you neglect to activate an item for 20 pieces so that the meter fills again and another item spawns, it is possible to have more than one item block on your screen. However the moment you activate an item all other item blocks on your screen will turn into regular blocks. This includes items blocks that which appear in your next piece preview but which have not yet spawned. Therefore, if you want to spike item activations, you should activate the first item when the meter is 19/20 pieces full. Note that since the item meter does not charge while an attack item is active, you will place several pieces before you can complete the last charge of the meter.
In TGM3, there is another way to lose an item: when you Hold an item block, it will turn into an ordinary piece.
Attack Items
Attack items have several universal effects in addition to their individual item gimmicks. When you activate an item, it destroys your opponent's active piece (assuming they are not in the middle of ARE). This is especially useful if you tactically snipe an important piece from your opponent. Attack items also show a cut-in animation on your opponent's side, delaying them for a moment. This is particularly valuable in high speed matches like T.A. Death where it buys you a few pieces of time free from attacks from your opponent. These properties turn even the weakest attack item into something which is useful.
There is one drawback to activating an item: while your attack is active, your item meter will not charge (though your opponent's meter will). The duration of this active time is something that varies on an item by item basis. It is always at least as long as the cut-in animation, but it can be longer. For example, with Transform, Roll Roll, and Mirror Block you do not charge meter until your opponent has placed all 3 pieces. Inconsistently, with Death Block and Hard Block your meter will be able to charge the moment the cut-in animation ends.
If a player clears a defense item or neutral item block while an attack item is active on them, these items will not activate until after the attack is complete. This attack item "active time" is the same as for the item meter blocking effect.
Color Block
Color Block | |
---|---|
This item will shimmer your opponent's stack different colors briefly. Even beginners are not intimidated by this item, so it is unlikely to slow your opponent down beyond the cut-in animation's effects. To maximize this item's impact, it is best to deliberately snipe an important piece, otherwise it essentially does nothing.
Laser
Transform
Mirror Block
Roll Roll
X-Ray
180° Field
Death Block
Hard Block
Dark Block
Shotgun!
Nega Field
Defensive Items
↑ Del Field
Del Even
↓ Del Field
→ Move Field
← Move Field
Neutral Items
Exchange Field
Free Fall
Screen Reading
Harassment
If you screen read your opponent and notice they have stacked a particular column too high, you can harass them.
Player 1 has stacked high in column 1, whereas Player 2 has kept a flat stack to keep options open.
Player 2 can screen read and harass them by clearing lines in column 1.
Player 1 is now seriously overstacking their garbage and it will take a while to downstack though it.
Counters
If you see your opponent building up to a line clear, especially something telegraphed well in advance like a Tetris, then you can anticipate where your garbage will come from. By leaving those columns accessible, you can immediately send the garbage back to them. This is especially true if you are playing slightly slower than your opponent. Since both players receive the same piece sequence, you will literally get the I piece immediately after your opponent clears a Tetris.
Player 2 is waiting to see what Player 1 is up to before committing to a placement.
Looks like Player 1 will send lines on the right. Player 2 decides to stack for a double while leaving columns 9 and 10 otherwise open.
Still 2 pieces behind, Player 2 is ready to send a double while Player 1 is sending a Tetris.
2 pieces later, Player 2 is poised to send the Tetris right back to Player 1.
Player 2 is now at a superior advantage despite playing slower. They have the option to continue pressing with Tetrises or a laser item would already be particularly devastating.
Baiting
If your opponent is good enough to screen read, you can mess with them by defying their expectations. For example, you can choreograph a buildup to a Tetris hole on the right, only to plug it and clear a double elsewhere on your screen.
Player 1 sees a Tetris or possibly some skim doubles coming, and has left a 2-wide open on the right to counter.
Player 2 goes out of their way to mix up to the center columns.
Player 1 was not expecting the center garbage.
Baited, outsmarted, and outplayed, Player 1's double sends impotent garbage that Player 2 is already well positioned to handle.