Tetris The Grand Master

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Revision as of 13:18, 9 March 2008 by *>DIGITAL (→‎Speed: put delays into table and changed the word "speed" to "gravity")
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Tetris The Grand Master
Developer(s)Arika
Publisher(s)Capcom
Platform(s)Arcade
Release1998 Aug
Gameplay info
Next pieces1
Playfield size10x20
Hold pieceNo
Hard dropNo

Tetris The Grand Master is the first arcade game in Arika's TGM series.

Gameplay

TODO: I think we should possibly include one of those anatomy screenshot dealies that points everything out (score, grade, time, and level). Sort of like in the IRS patent. Maybe with a caption that says "beginners should care most about level, while advanced players care only about their time". Or something.

Unlike typical tetris games where the goal is indefinite survival and a high score, TGM is a challenge where you have a finite opportunity to attain a high Grade. With the exception of the final grade of Grand Master, grade is derived from your score. This indirectly makes the grading system strongly favour survival, with a special emphasis on clearing non-singles late in the game during 20g.

With only a small number of grades, there are often ties. The highscore table ranks a tied grade higher if it was attained faster. In practice, solid play will award players the highest rank of Grand Master. As such, for adequately skilled players the game becomes a time attack to level 999.

Level

Level has a unique implementation in TGM. The level counter will increase by 1 for every piece that enters the well. It will also increase by 1 for each line cleared. The game ends once level 999 is reached.

When you are about to increment the hundreds digit (eg. at level 399), only line clears will count towards your level. Level 998 is treated similarly, with a final line clear required to reach 999 and finish.

Speed Timings

Gravity does not increase uniformly, unlike many other tetris games. It rises and falls, depending on the level as shown in the table below. The player can force constant 20G, by entering a code before starting the game, though this will exclude their play from the highscore list. Unlike TGM2, the line clear delay, lock delay, ARE and DAS do not change throughout the game.

Gravity[1]
Level Gravity
(unit: 1/256 G)
Level Gravity
(unit: 1/256 G)
0 4 220 32
30 6 230 64
35 8 233 96
40 10 236 128
50 12 239 243
60 16 243 192
70 32 247 224
80 48 251 256 (1G)
90 64 300 512 (2G)
100 80 330 768 (3G)
120 96 360 1024 (4G)
140 112 400 1280 (5G)
160 128 420 1024 (4G)
170 144 450 768 (3G)
200 4 500 5120 (20G)
Delays
Level ARE
(frames)
DAS
(frames)
Lock
(frames)
Line clear
(frames)
000 - 999 25 16 30 40
  • DAS is inclusive of both the initial shift and the autoshift frames.
  • In addition, there are also 3 frames of "lock-flash"; 3 frames of delay after ARE but before the appearance of the next tetromino (during which DAS will not charge); and 1 frame of delay before line clear animation begins.

Scoring

TGM shares the same scoring gimmicks of many other Tetris games, though they are not quite implemented the same way:

  • You receive more points for clearing more lines at once.
  • Lines are worth more with each passing level. (The nature of "level" in TGM, however, means the amount of points a line is worth is constantly changing, and especially in the 0-99 section, it is to the player's advantage to stack high before clearing lines.)
  • You receive points for forcing a piece down. (Though only when this results in cleared lines, unlike in several other games.)

There are a few scoring gimmicks unique to TGM:

  • You receive a combo bonus for clearing lines with consecutive pieces.
  • You receive a bravo bonus for clearing the entire screen.

Incidentally, for all players good enough to attain the rank of S9 score becomes irrelevant and the focus changes to a time attack rather than a score attack. Nevertheless, here is a more technical description of the scoring formula:

Score = ((Level + Lines)/4 + Soft) x Lines x Combo x Bravo

Where:

  • Level is the current level you are on.
  • Lines is the number of lines you just cleared.
  • (Level + Lines)/4 is rounded up.
  • Soft is the cummulative number frames during which Down was held during the piece's active time. Note that this means manually locking pieces already on the ground will increase the Soft value by 1.
  • Locking a piece without clearing lines sets Combo to 1. Otherwise, the game updates Combo as follows before calculating Score:
    Combo = (previous Combo value) + (2 x Lines) - 2
    Example: A double-triple-single combo will have combo values 3, 7, and 7 respectively.
  • Bravo is equal to 4 if this piece has cleared the screen, and otherwise is 1.

Grading

In TGM1 grade is entirely determined by score. As you pass certain milestones, TGM will assign you the next grade:

Grade Required Score Grade Required Score
9 0 S1 16,000
8 400 S2 22,000
7 800 S3 30,000
6 1,400 S4 40,000
5 2,000 S5 52,000
4 3,500 S6 66,000
3 5,500 S7 82,000
2 8,000 S8 100,000
1 12,000 S9 120,000
GM 126,000 (see below)

Grand Master rank has four requirements:

  1. At level 300, score is at least 12,000 (grade 1).
  2. At level 500, score is at least 40,000 (grade S4).
  3. At level 999, score is at least 126,000 (slightly higher than grade S9).
  4. At level 999, time is 13:30.00 or less.

Codes

All codes should be entered at the title screen.

Key: L = Left, D = Down, U = Up, R = Right

  • TLS Mode: ABCCBAACB
  • 20G Mode:DDDDDDDDCBA
  • Big Mode: LLLLDCBA
  • Uki Mode:ABABABABABABABABB
  • Reverse Mode: DUUDCBA
  • Monochrome Mode: RRRUCBA